$npx -y skills add arjun988/blender-skills --skill character-artistAAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
| 1 | # Character Artist |
| 2 | |
| 3 | Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Human/humanoid character creation |
| 8 | - Facial topology for expressions |
| 9 | - Clothing and accessory modeling |
| 10 | - Hair card systems or stylized hair |
| 11 | - Character proportion and stylization |
| 12 | |
| 13 | ## Workflow |
| 14 | |
| 15 | ``` |
| 16 | Reference → Proportion Blockout → Body Forms → Limb Connection |
| 17 | → Facial Features → Edge Loop Planning → Detail Pass |
| 18 | → Clothing (separate mesh) → UV Handoff → Rig Handoff |
| 19 | ``` |
| 20 | |
| 21 | ## Proportion Standards |
| 22 | |
| 23 | | Type | Head Units | Notes | |
| 24 | |------|------------|-------| |
| 25 | | Realistic adult | 7.5–8 heads | Hero characters | |
| 26 | | Stylized | 4–6 heads | Exaggerated features | |
| 27 | | Heroic | 8–9 heads | Action games | |
| 28 | |
| 29 | Always block proportions before detail. |
| 30 | |
| 31 | ## Edge Loop Strategy |
| 32 | |
| 33 | Critical loop locations: |
| 34 | - Eyes: concentric loops for blink/expression |
| 35 | - Mouth: 3-loop minimum for lip deformation |
| 36 | - Jaw: loop following jaw line for open/close |
| 37 | - Shoulders: deltoid loop for arm raise |
| 38 | - Elbows/knees: 3-loop pinching pattern |
| 39 | - Hips: loop for leg spread |
| 40 | |
| 41 | See `references/facial-topology.md` for face-specific loops. |
| 42 | |
| 43 | ## Facial Structure |
| 44 | |
| 45 | - Eye socket: recessed; brow ridge defined |
| 46 | - Nose: bridge width matches inner eye distance (realistic) |
| 47 | - Mouth: lower lip fuller than upper (realistic) |
| 48 | - Ear: aligns eye brow to nose base |
| 49 | - Skull underlying forms visible in stylization |
| 50 | |
| 51 | ## Clothing Workflow |
| 52 | |
| 53 | 1. Model body first (or use mannequin) |
| 54 | 2. Duplicate body faces for clothing base |
| 55 | 3. Solidify/extrude for cloth thickness |
| 56 | 4. Separate mesh: `SM_Char_[Name]_Body`, `SM_Char_[Name]_Cloth_[Piece]` |
| 57 | 5. Cloth does NOT share UVs with body |
| 58 | 6. Weight paint transfers from body (via rigging skill) |
| 59 | |
| 60 | ## Hair Approaches |
| 61 | |
| 62 | | Method | Use Case | Skill | |
| 63 | |--------|----------|-------| |
| 64 | | Hair cards | Game-realistic | uv-workflow + texture-workflow | |
| 65 | | Strand curves | Cinematic | particle/curve systems | |
| 66 | | Stylized mesh | Lowpoly/stylized | blender-modeler | |
| 67 | | Sculpted | Hero bake | sculpting → retopology | |
| 68 | |
| 69 | ## Animation-Ready Requirements |
| 70 | |
| 71 | - Quad-dominant topology on deformation zones |
| 72 | - No poles on primary deformation areas (relocate to hidden zones) |
| 73 | - Even edge length in face/neck/joints |
| 74 | - Separate objects for swap-able parts (head, hands, gear) |
| 75 | |
| 76 | ## MCP Integration |
| 77 | |
| 78 | 1. Create base mannequin/blockout via MCP |
| 79 | 2. Build body with mirror modifier via MCP |
| 80 | 3. Query topology (face count, edge flow) at checkpoints |
| 81 | 4. Separate clothing meshes via MCP |
| 82 | 5. Organize character collection hierarchy |
| 83 | |
| 84 | ## Constraints |
| 85 | |
| 86 | ### MUST DO |
| 87 | - Establish proportions before facial detail |
| 88 | - Plan edge loops for planned deformations |
| 89 | - Separate clothing/accessories as unique meshes |
| 90 | - Match style skill direction (stylized vs realistic) |
| 91 | - Validate topology before rigging handoff |
| 92 | |
| 93 | ### MUST NOT DO |
| 94 | - Triangles on primary deformation surfaces |
| 95 | - Poles at corner of mouth or inner eye |
| 96 | - Single mesh for body + hard surface armor (separate) |
| 97 | - Skip reference for facial likeness work |
| 98 | - Over-poly face before LOD planning |
| 99 | |
| 100 | ## Reference Guide |
| 101 | |
| 102 | | Topic | Reference | Load When | |
| 103 | |-------|-----------|-----------| |
| 104 | | Facial topology | `references/facial-topology.md` | Face modeling | |
| 105 | | Body proportions | `references/body-proportions.md` | Blockout | |
| 106 | | Pipeline | `../references/asset-pipeline.md` | Phase context | |
| 107 | |
| 108 | ## Style Integration |
| 109 | |
| 110 | | Style | Adjustment | |
| 111 | |-------|------------| |
| 112 | | realistic-style | Full anatomy; 8-head proportion | |
| 113 | | stylized-style | Exaggerated features; 4–5 heads | |
| 114 | | lowpoly-style | Minimal loops; painted detail | |
| 115 | | horror-style | Uncanny proportions; asymmetry | |