analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill materials --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/materialsContext preview
The summary Claude sees to decide when to auto-load this skill.
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
name: materials description: Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: material, shader, PBR, procedural, metal, wood, fabric, glass, rust, moss, Principled BSDF related-skills: texture-workflow, uv-workflow, lighting, rendering
Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.
Master Materials → Instance Variations → Object Assignment
→ Vertex Color/Mask Setup → Validation → Export PrepCreate reusable masters in `MAT_` prefix:
| Master | Base Setup | |--------|------------| | MAT_Metal_Base | Principled: Metallic 1, adjustable Roughness | | MAT_Plastic_Base | Principled: Metallic 0, Specular 0.5 | | MAT_Fabric_Base | Principled + Sheen | | MAT_Glass_Base | Principled: Transmission 1, IOR 1.45 | | MAT_Emissive_Base | Principled: Emission strength variable | | MAT_Organic_Base | Subsurface scattering enabled |
Instance variations: duplicate master, adjust parameters only.
| Material | Metallic | Roughness | Notes | |----------|----------|-----------|-------| | Polished metal | 1.0 | 0.1–0.3 | | | Brushed metal | 1.0 | 0.4–0.6 | Anisotropic if available | | Painted metal | 0.0 | 0.3–0.5 | Base color = paint | | Plastic | 0.0 | 0.3–0.6 | | | Rubber | 0.0 | 0.7–0.9 | | | Concrete | 0.0 | 0.8–0.95 | | | Wood (raw) | 0.0 | 0.5–0.7 | | | Glass | 0.0 | 0.0 | Transmission 1 | | Skin | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 | | Fabric | 0.0 | 0.7–0.9 | Sheen |
**Wear mask:** Noise → ColorRamp → Lerp between clean/worn **Edge wear:** Bevel node → Pointiness or Ambient Occlusion **Dirt accumulation:** AO inverted → multiply with dirt color **Rust:** Noise mask on metal → orange/brown color override
| Asset Type | Max Materials | |------------|---------------| | Hero prop | 3–5 | | Standard prop | 1–2 | | Modular piece | 1 (atlas) | | Character | 3–8 (body, cloth, eyes, hair) | | Environment module | 1–2 |
See stylized-style skill. Key differences:
1. Create material slots via MCP 2. Assign materials to objects via MCP 3. Set principled BSDF parameters via MCP 4. Query material count per scene 5. Verify material names follow convention
| Topic | Reference | Load When | |-------|-----------|-----------| | Surface recipes | `references/surface-recipes.md` | Specific materials | | Procedural nodes | `references/procedural-patterns.md` | Wear, dirt, variation |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before…