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Blender modeler

Skill arjun988/blender-skills/.claude/skills/blender-modeler

94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex -> MCP-powered production pipeline from blockout to engine export.

Install
npx -y skills add arjun988/blender-skills --skill blender-modeler

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What its author says it does

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Core 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.

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

5.0 KB, as published. Nobody here has run it

Blender Modeler

Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.

When to Use

  • Blockouts and primary/secondary shape passes
  • General mesh editing not covered by discipline specialists
  • Scene organization, collections, instances
  • Modifier stack management
  • Cleanup: merge, normals, loose geometry
  • Precision modeling with snapping and numeric input

Core Workflow

1. Scene Setup     → Collections, scale reference, naming
2. Blockout        → Primitives, mirror, array
3. Shape Refinement → Edit mode or modifier-based edits
4. Modifier Stack  → Non-destructive detail
5. Cleanup         → Merge, normals, manifold check
6. Handoff         → UV/materials or discipline specialist

Scene Organization

Establish via MCP immediately:

COL_Project
├── COL_Reference      # Scale refs, ortho images
├── COL_Blockout       # Temporary blockout meshes
├── COL_Geo            # Final geometry
├── COL_Collision      # Proxy meshes
└── COL_Instances      # Empties/collections for instancing

Naming: ../references/naming-conventions.md

Modifier Stack Philosophy

Preferred order (bottom to top):

1. Mirror          # Symmetry
2. Array           # Repetition
3. Solidify        # Thickness
4. Boolean         # Cuts (prefer live booleans until export)
5. Bevel           # Edge detail
6. Weighted Normal # Hard surface shading
7. Subdivision     # Only when topology supports it

Rules:

  • Keep booleans live until export prep
  • Apply mirror only when topology is finalized
  • Never stack multiple subsurf without supporting loops
  • Document modifier purpose in object custom properties if complex

Edit Mode Essentials

OperationUse When
Extrude (E)Adding depth from faces
Inset (I)Panel lines, frames
Loop Cut (Ctrl+R)Adding resolution
Knife (K)Custom cuts
Merge by DistanceCleanup duplicates
Recalculate NormalsFix shading issues

Via MCP: execute equivalent operations; don't narrate UI.

Precision Modeling

  • Enable snapping to grid/vertex/edge as appropriate
  • Use numeric input for exact dimensions
  • Set cursor to world origin for modular alignment
  • Apply scale before boolean operations
  • Use orthographic views for architectural accuracy

Instancing Strategy

MethodUse Case
Linked Duplicate (Alt+D)Identical props with variation potential
Collection InstanceModular kit pieces
Geometry NodesProcedural scatter (see geometry-nodes)
Array ModifierLinear repetition

Prefer instances over duplicate geometry for repeated elements.

Custom Normals

  • Enable Auto Smooth with appropriate angle (30°–60° hard surface)
  • Weighted Normal modifier for hard surface without extra geo
  • Mark sharp edges explicitly for bevel control
  • Clear custom split normals before retopology handoff

Cleanup Checklist

  • Merge by distance (threshold: 0.0001m default)
  • Remove loose geometry
  • Delete interior faces
  • Recalculate outside normals
  • Apply scale if modifiers depend on it
  • Verify manifold (no holes unless intentional)
  • Check triangle count vs budget

MCP Integration

1. Create mesh objects via MCP
2. Apply modifiers via MCP
3. Query polycount after each major edit
4. Organize into collections via MCP
5. Duplicate to backup collection before destructive ops

See ../references/mcp-integration.md

Constraints

MUST DO

  • Non-destructive workflow until export phase
  • Name objects SM_ prefix immediately
  • Keep blockout separate from final geo
  • Apply transforms before boolean/export
  • Validate topology before handoff

MUST NOT DO

  • Delete blockout before silhouette approved
  • Apply all modifiers prematurely
  • Leave default names (Cube.001)
  • Model without scale reference
  • Skip cleanup pass

Reference Guide

TopicReferenceLoad When
Modifier deep divereferences/modifier-stack.mdComplex modifier chains
Scene organizationreferences/scene-organization.mdLarge scenes
Pipeline../references/asset-pipeline.mdPhase context

Handoff Points

To SkillWhen
hard-surfaceMechanical/sci-fi detail pass
environment-artistModular environment pieces
character-artistOrganic human forms
uv-workflowTopology locked, ready for UVs
asset-optimizationPre-export performance pass

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.