$npx -y skills add arjun988/blender-skills --skill environment-artistAAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
| 1 | # Environment Artist |
| 2 | |
| 3 | Modular, scalable environment production for games. Storytelling through space. Performance-conscious. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Modular building kits, interior/exterior sets |
| 8 | - Terrain, cliffs, rocks, roads |
| 9 | - Vegetation placement and optimization |
| 10 | - Architectural spaces with narrative intent |
| 11 | - Scene composition and scale establishment |
| 12 | |
| 13 | ## Core Principles |
| 14 | |
| 15 | 1. **Modularity** — Pieces snap to grid; reusable across scenes |
| 16 | 2. **Storytelling** — Environment communicates history and mood |
| 17 | 3. **Scale** — Human reference always present |
| 18 | 4. **Performance** — Instancing, LODs, texture atlases |
| 19 | 5. **Composition** — Guide player eye with shapes and value |
| 20 | |
| 21 | ## Modular Kit Workflow |
| 22 | |
| 23 | ``` |
| 24 | Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets |
| 25 | → UV Atlas → Material Variants → Instance Placement |
| 26 | → Hero Overrides → Optimization → Export |
| 27 | ``` |
| 28 | |
| 29 | ## Grid Standards |
| 30 | |
| 31 | | Kit Type | Grid Unit | Snap | |
| 32 | |----------|-----------|------| |
| 33 | | Interior walls | 2m or 4m | 0.5m sub-grid | |
| 34 | | Exterior facades | 4m modules | 1m sub-grid | |
| 35 | | Roads | 4m lane width | Centerline snap | |
| 36 | | Props | 0.5m | Free placement | |
| 37 | |
| 38 | Name modules: `SM_Env_[Type]_[Role]_[Size]` |
| 39 | Example: `SM_Env_Wall_Corner_2m` |
| 40 | |
| 41 | ## Kit Piece Categories |
| 42 | |
| 43 | | Role | Purpose | Count Target | |
| 44 | |------|---------|--------------| |
| 45 | | Corner | 90° turns | 2–4 variants | |
| 46 | | Edge | Straight runs | 2–3 lengths | |
| 47 | | Fill | Blank panels | 3–5 variants | |
| 48 | | Door/Window | Breakups | 2–4 types | |
| 49 | | Trim | Transitions | Shared trim sheet | |
| 50 | |
| 51 | ## Terrain & Natural Forms |
| 52 | |
| 53 | - Hero rocks: sculpted or photogrammetry cleanup |
| 54 | - Background rocks: geometry nodes scatter |
| 55 | - Cliffs: modular cliff face pieces + blend shapes |
| 56 | - Ground: displacement or geo nodes with texture blending |
| 57 | |
| 58 | ## Vegetation |
| 59 | |
| 60 | | Type | Approach | Poly Budget | |
| 61 | |------|----------|-------------| |
| 62 | | Hero tree | Hand model + cards | 5k–15k tris | |
| 63 | | Mid tree | Simplified + impostor LOD | 2k–5k tris | |
| 64 | | Bush | Cards + cluster | 500–2k tris | |
| 65 | | Grass | Cards or geo nodes scatter | 2–50 tris per blade | |
| 66 | |
| 67 | Use geometry nodes for scatter; see geometry-nodes skill. |
| 68 | |
| 69 | ## Architecture |
| 70 | |
| 71 | **Interior:** |
| 72 | - Ceiling height: 2.4m–3.5m standard |
| 73 | - Door: 2.1m × 0.9m |
| 74 | - Window sill: 0.9m from floor |
| 75 | - Corridors: minimum 1.5m playable width |
| 76 | |
| 77 | **Exterior:** |
| 78 | - Floor count readable in silhouette |
| 79 | - Roof forms distinguish building type |
| 80 | - Weathering tells climate story |
| 81 | |
| 82 | ## Composition Guidelines |
| 83 | |
| 84 | - **Focal point** — One hero element per vista |
| 85 | - **Leading lines** — Roads, walls, light guide movement |
| 86 | - **Value hierarchy** — Contrast draws attention |
| 87 | - **Negative space** — Rest areas between detail clusters |
| 88 | - **Silhouette layers** — Foreground/mid/background separation |
| 89 | |
| 90 | ## Storytelling Details |
| 91 | |
| 92 | | Detail | Narrative Signal | |
| 93 | |--------|------------------| |
| 94 | | Peeling paint | Neglect, age | |
| 95 | | Barricades | Conflict, danger | |
| 96 | | Personal items | Former inhabitants | |
| 97 | | Damage patterns | Event history | |
| 98 | | Lighting state | Occupied vs abandoned | |
| 99 | |
| 100 | ## Game Optimization |
| 101 | |
| 102 | - Instance repeated modules (walls, floors) |
| 103 | - Shared trim sheet across kit |
| 104 | - Single material with vertex colors for variation |
| 105 | - LODs: 50%/25%/10% per module |
| 106 | - Occlusion: don't model unseen backsides |
| 107 | |
| 108 | ## MCP Integration |
| 109 | |
| 110 | 1. Create modular pieces with exact dimensions via MCP |
| 111 | 2. Set up collection instances for kit preview |
| 112 | 3. Scatter vegetation via geometry nodes (MCP) |
| 113 | 4. Query total scene polycount |
| 114 | 5. Organize export collections by kit type |
| 115 | |
| 116 | ## Constraints |
| 117 | |
| 118 | ### MUST DO |
| 119 | - Design for grid snapping from blockout |
| 120 | - Create minimum viable kit before hero pieces |
| 121 | - Use instancing for all repeated geometry |
| 122 | - Maintain consistent texel density across kit |
| 123 | - Include scale reference human figure |
| 124 | |
| 125 | ### MUST NOT DO |
| 126 | - Unique geometry for every wall segment |
| 127 | - Ignore backface culling opportunities |
| 128 | - Over-detail background-only areas |
| 129 | - Mix grid sizes within same kit |
| 130 | - Skip LOD planning |
| 131 | |
| 132 | ## Reference Guide |
| 133 | |
| 134 | | Topic | Reference | Load When | |
| 135 | |-------|-----------|-----------| |
| 136 | | Modular kit design | `references/modular-kits.md` | Kit creation | |
| 137 | | Composition | `references/composition.md` | Scene layout | |
| 138 | | Pipeline | `../references/asset-pipeline.md` | Phase context | |
| 139 | |
| 140 | ## Style Integration |
| 141 | |
| 142 | | Style | Approach | |
| 143 | |-------|----------| |
| 144 | | horror-style | Claustrophobic corridors; sparse lighting | |
| 145 | | lowpoly-style | Large flat shapes; minimal modules | |
| 146 | | stylized-style | Exaggerated proportions; bold colors | |
| 147 | | realistic-style | High detail hero; scanned textures | |