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/prop-artist

Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.

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blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill prop-artist --agent claude-code

SKILL.md

prop-artist.SKILL.md
name: prop-artist
description: Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: prop, props, furniture, chair, table, bottle, tool, kitbash, household, everyday object, hero prop, set prop
  related-skills: blender-modeler, hard-surface, materials, uv-workflow, asset-optimization, set-dressing

Prop Artist

Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.

When to Use

  • Furniture, tools, containers, electronics, household objects
  • Hero interactive props and background set dressing pieces
  • Kitbash libraries (handles, brackets, panels, fasteners)
  • When hard-surface sci-fi language would feel wrong

Design Principles

1. **Real-world scale** — Measure against human (door 2.0–2.1m, chair seat ~0.45m) 2. **Silhouette readability** — Reads at game camera distance 3. **Wear hierarchy** — Contact edges dirty; protected faces cleaner 4. **Part logic** — Separate meshes where materials or LODs differ 5. **Pivot correctness** — Floor contact, grip, hinge, or socket as needed

Workflow

Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export

Prop Tiers

| Tier | Tris (guide) | Detail | Use | |------|--------------|--------|-----| | Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups | | Standard | 500–2k | Clean forms, shared mats | Midground | | Background | 100–500 | Block forms, atlas mats | Far / dense dressing |

Kitbash Rules

  • Name parts `SM_KB_[Category]_[Part]`
  • Keep origins at logical attach points
  • Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
  • Collection: `COL_Kitbash_[Set]`

Material Guidance

  • Limit unique materials; atlas where possible
  • Separate glass / emissive / opaque when needed for engine
  • Wear via roughness/AO, not only albedo dirt

Handoff

  • UVs → `uv-workflow`
  • Look → `materials` / `lookdev`
  • Placement → `set-dressing`
  • Ship → `asset-optimization` → `export-pipeline` or engine export skill

Constraints

MUST DO

  • Set real-world scale before detailing
  • Place pivot intentionally
  • Match prop tier to camera distance

MUST NOT DO

  • Over-greeble everyday objects
  • Use sci-fi panel language on mundane props
  • Skip collision planning for interactables

Reference Guide

| Topic | Reference | Load When | |-------|-----------|----------| | Prop Tiers | `references/prop-tiers.md` | When needed | | Kitbash Library | `references/kitbash-library.md` | When needed | | Everyday Prop Checklist | `references/everyday-prop-checklist.md` | When needed |

Read more
@arjun988
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94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Questions about prop-artist.

Which coding agents can use prop-artist?
prop-artist installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.