$npx -y skills add arjun988/blender-skills --skill blender-modelerCore Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
| 1 | # Blender Modeler |
| 2 | |
| 3 | Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Blockouts and primary/secondary shape passes |
| 8 | - General mesh editing not covered by discipline specialists |
| 9 | - Scene organization, collections, instances |
| 10 | - Modifier stack management |
| 11 | - Cleanup: merge, normals, loose geometry |
| 12 | - Precision modeling with snapping and numeric input |
| 13 | |
| 14 | ## Core Workflow |
| 15 | |
| 16 | ``` |
| 17 | 1. Scene Setup → Collections, scale reference, naming |
| 18 | 2. Blockout → Primitives, mirror, array |
| 19 | 3. Shape Refinement → Edit mode or modifier-based edits |
| 20 | 4. Modifier Stack → Non-destructive detail |
| 21 | 5. Cleanup → Merge, normals, manifold check |
| 22 | 6. Handoff → UV/materials or discipline specialist |
| 23 | ``` |
| 24 | |
| 25 | ## Scene Organization |
| 26 | |
| 27 | Establish via MCP immediately: |
| 28 | |
| 29 | ``` |
| 30 | COL_Project |
| 31 | ├── COL_Reference # Scale refs, ortho images |
| 32 | ├── COL_Blockout # Temporary blockout meshes |
| 33 | ├── COL_Geo # Final geometry |
| 34 | ├── COL_Collision # Proxy meshes |
| 35 | └── COL_Instances # Empties/collections for instancing |
| 36 | ``` |
| 37 | |
| 38 | Naming: `../references/naming-conventions.md` |
| 39 | |
| 40 | ## Modifier Stack Philosophy |
| 41 | |
| 42 | Preferred order (bottom to top): |
| 43 | |
| 44 | ``` |
| 45 | 1. Mirror # Symmetry |
| 46 | 2. Array # Repetition |
| 47 | 3. Solidify # Thickness |
| 48 | 4. Boolean # Cuts (prefer live booleans until export) |
| 49 | 5. Bevel # Edge detail |
| 50 | 6. Weighted Normal # Hard surface shading |
| 51 | 7. Subdivision # Only when topology supports it |
| 52 | ``` |
| 53 | |
| 54 | **Rules:** |
| 55 | - Keep booleans live until export prep |
| 56 | - Apply mirror only when topology is finalized |
| 57 | - Never stack multiple subsurf without supporting loops |
| 58 | - Document modifier purpose in object custom properties if complex |
| 59 | |
| 60 | ## Edit Mode Essentials |
| 61 | |
| 62 | | Operation | Use When | |
| 63 | |-----------|----------| |
| 64 | | Extrude (E) | Adding depth from faces | |
| 65 | | Inset (I) | Panel lines, frames | |
| 66 | | Loop Cut (Ctrl+R) | Adding resolution | |
| 67 | | Knife (K) | Custom cuts | |
| 68 | | Merge by Distance | Cleanup duplicates | |
| 69 | | Recalculate Normals | Fix shading issues | |
| 70 | |
| 71 | Via MCP: execute equivalent operations; don't narrate UI. |
| 72 | |
| 73 | ## Precision Modeling |
| 74 | |
| 75 | - Enable snapping to grid/vertex/edge as appropriate |
| 76 | - Use numeric input for exact dimensions |
| 77 | - Set cursor to world origin for modular alignment |
| 78 | - Apply scale before boolean operations |
| 79 | - Use orthographic views for architectural accuracy |
| 80 | |
| 81 | ## Instancing Strategy |
| 82 | |
| 83 | | Method | Use Case | |
| 84 | |--------|----------| |
| 85 | | Linked Duplicate (Alt+D) | Identical props with variation potential | |
| 86 | | Collection Instance | Modular kit pieces | |
| 87 | | Geometry Nodes | Procedural scatter (see geometry-nodes) | |
| 88 | | Array Modifier | Linear repetition | |
| 89 | |
| 90 | Prefer instances over duplicate geometry for repeated elements. |
| 91 | |
| 92 | ## Custom Normals |
| 93 | |
| 94 | - Enable Auto Smooth with appropriate angle (30°–60° hard surface) |
| 95 | - Weighted Normal modifier for hard surface without extra geo |
| 96 | - Mark sharp edges explicitly for bevel control |
| 97 | - Clear custom split normals before retopology handoff |
| 98 | |
| 99 | ## Cleanup Checklist |
| 100 | |
| 101 | - [ ] Merge by distance (threshold: 0.0001m default) |
| 102 | - [ ] Remove loose geometry |
| 103 | - [ ] Delete interior faces |
| 104 | - [ ] Recalculate outside normals |
| 105 | - [ ] Apply scale if modifiers depend on it |
| 106 | - [ ] Verify manifold (no holes unless intentional) |
| 107 | - [ ] Check triangle count vs budget |
| 108 | |
| 109 | ## MCP Integration |
| 110 | |
| 111 | ``` |
| 112 | 1. Create mesh objects via MCP |
| 113 | 2. Apply modifiers via MCP |
| 114 | 3. Query polycount after each major edit |
| 115 | 4. Organize into collections via MCP |
| 116 | 5. Duplicate to backup collection before destructive ops |
| 117 | ``` |
| 118 | |
| 119 | See `../references/mcp-integration.md` |
| 120 | |
| 121 | ## Constraints |
| 122 | |
| 123 | ### MUST DO |
| 124 | - Non-destructive workflow until export phase |
| 125 | - Name objects `SM_` prefix immediately |
| 126 | - Keep blockout separate from final geo |
| 127 | - Apply transforms before boolean/export |
| 128 | - Validate topology before handoff |
| 129 | |
| 130 | ### MUST NOT DO |
| 131 | - Delete blockout before silhouette approved |
| 132 | - Apply all modifiers prematurely |
| 133 | - Leave default names (Cube.001) |
| 134 | - Model without scale reference |
| 135 | - Skip cleanup pass |
| 136 | |
| 137 | ## Reference Guide |
| 138 | |
| 139 | | Topic | Reference | Load When | |
| 140 | |-------|-----------|-----------| |
| 141 | | Modifier deep dive | `references/modifier-stack.md` | Complex modifier chains | |
| 142 | | Scene organization | `references/scene-organization.md` | Large scenes | |
| 143 | | Pipeline | `../references/asset-pipeline.md` | Phase context | |
| 144 | |
| 145 | ## Handoff Points |
| 146 | |
| 147 | | To Skill | When | |
| 148 | |----------|------| |
| 149 | | hard-surface | Mechanical/sci-fi detail pass | |
| 150 | | environment-artist | Modular environment pieces | |
| 151 | | character-artist | Organic huma |