Set dressing
Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.From its SKILL.md
npx -y skills add arjun988/blender-skills --skill set-dressingAssembled 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
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Set Dressing
Story through placement. Controlled clutter. Readable clusters.
When to Use
- Interior/exterior dressing passes
- Narrative prop clusters
- Avoiding empty or overstuffed spaces
- After modular layout is locked
Workflow
Layout locked → Hero narrative props → Secondary clusters
→ Background filler → Decals/wear → Lighting check → QA
Density Rules
| Zone | Density |
|---|---|
| Hero interact zone | High intent, low noise |
| Midground | Supporting story clusters |
| Background | Sparse; silhouette only |
| Traversal path | Clearance for player/camera |
Cluster Method
- Pick a story beat (meal abandoned, workbench used, escape rushed)
- Place 3–7 props that sell the beat
- Add 1–2 wear/decal cues
- Stop — do not fill every surface
Prop Sources
prop-artistfor unique pieces- Kitbash / modular libraries for filler
- Instance repeats; vary rotation/scale slightly
Horror / Sparse Styles
- Fewer props, more meaning
- Negative space intentional
- Coordinate with
horror-style/psx-horror-style
Constraints
MUST DO
- Dress after greybox navigation works
- Keep player/camera paths clear
- Instance repeated meshes
MUST NOT DO
- Uniform clutter wallpaper
- Block doors/windows without story reason
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Story Clusters | references/story-clusters.md | When needed |
| Density Map | references/density-map.md | When needed |
What ships with it: 2 files
291 B alongside SKILL.md
references/
- density-map.md98 B
- story-clusters.md193 B