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.From its SKILL.md
npx -y skills add arjun988/blender-skills --skill prop-artistAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
2.8 KB, 590 tokens by cl100k_base, as published. Nobody here has run it
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
- Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
- Silhouette readability — Reads at game camera distance
- Wear hierarchy — Contact edges dirty; protected faces cleaner
- Part logic — Separate meshes where materials or LODs differ
- 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-pipelineor 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 |
What ships with it: 3 files
1.5 KB alongside SKILL.md
references/
- everyday-prop-checklist.md331 B
- kitbash-library.md422 B
- prop-tiers.md743 B