B
Blender Skills
Skills Guide
v1.3.0
94 skills
175+ refs

Skills Guide

Full catalog of 94 specialist skills with decision trees and workflow pipelines. Start complex work with blender-director. Genre, style, world, and mood packs include deeper subtype docs under each skill's references/ folder.

Decision Trees

What are you making?

Everyday prop → prop-artist

Hard surface / weapon → hard-surface

Vehicle / mech → vehicle-artist

Environment → environment-artist

Vegetation → vegetation-artist

Character → character-artist

Creature → creature-artist

FX / destruction → vfx-fx / physics-sim

Style / mood / world?

Anime / cel → anime-style

Pixel / HD-2D → pixel-art / hd-2d

Liminal / Backrooms → liminal-space-style

Cyberpunk / steampunk → sci-fi-punk-worlds

Cozy / neon / gritty → mood skills

PS1–PS5 / VHS → visual-console-eras

Unspecified → blender-director

Gameplay genre?

FPS / BR / extraction → genre-shooter

RPG / JRPG / MMO → genre-rpg

Soulslike → genre-soulslike

Strategy / city sim → genre-strategy-sim

Metroidvania / roguelike → genre-metroidvania-roguelike

Open world → genre-open-world-sandbox

VN / walking sim → genre-narrative-vn

Workflow Pipelines

Hero Hard Surface Prop

blender-directorhard-surfaceuv-workflowmaterialslookdevasset-optimizationexport-pipeline

Everyday Hero Prop

blender-directorprop-artistuv-workflowmaterialslookdevunity-export|unreal-export

Game Vehicle

blender-directorvehicle-artistlod-pipelinecollision-proxymaterialsunreal-exportqa-review

Game Character

blender-directorcharacter-archetypescharacter-artistsculptingretopologyhair-groomcloth-simriggingexport-pipeline

Soulslike Ruins

blender-directorgenre-soulslikedark-gritty-moodfantasy-worldsenvironment-artistlightingqa-review

Liminal Backrooms

blender-directorliminal-space-styleenvironment-artistlightinganalog-found-footage-horrorcompositing

Cyberpunk Street

blender-directorsci-fi-punk-worldsneon-retrofuturismprop-artistlookdevqa-review

HD-2D Dungeon

blender-directorhd-2d-stylepixel-art-styleenvironment-artistcamera-cinematographycompositing

Horror Environment

blender-directorhorror-styleindie-horror-aestheticsenvironment-artistset-dressinglightingexport-pipeline

Cozy Farming Sim

blender-directorgenre-strategy-simcozy-wholesome-moodprop-artistvegetation-artistlookdev

Cinematic Shot

blender-directorlookdevcamera-cinematographylightingrenderingcompositingqa-review

Reference Image Match

blender-directorreference-image-matchCamera matchGeometry tiersMaterialsScreenshot loopqa-review

How genre & style packs work

Long subtype lists (steampunk, Backrooms, JRPG, vaporwave, Silent Hill, etc.) are covered as pack skills + reference docs — not hundreds of one-line skills. Example: ask for steampunk → agent loads sci-fi-punk-worlds → opens references/steampunk.md. Ask for Backrooms → liminal-space-style references/backrooms.md.

Skill Index (94)

Every skill below is available in both .claude/skills/ and .cursor/skills/.

Orchestration (1)

Pipeline planning, skill routing, and production briefs. Start here for complex multi-skill tasks.

blender-director

Analyzes the request, locks genre/style/world, selects specialists, outputs a production brief, and orchestrates MCP execution through validation and export.

routing
planning
orchestration
briefs

Modeling Disciplines (9)

Specialist modelers for props, vehicles, environments, vegetation, characters, and creatures.

blender-modeler

General Edit Mode modeling, modifiers, collections, blockouts, and scene organization.

edit-mode
modifiers
blockout

hard-surface

Sci-fi, weapons, industrial, and mechanical assets with boolean/bevel, panel lines, and greebles.

sci-fi
weapons
booleans

prop-artist

Everyday and hero props, furniture, tools, household objects, and kitbash libraries with real-world scale.

props
kitbash
furniture

vehicle-artist

Cars, trucks, aircraft, ships, mechs, and transit assets with proportion blockout, LODs, and object splits.

vehicles
mechs
lod

environment-artist

Modular kits, terrain, architecture, and game-optimized environment pipelines.

modular
terrain
architecture

vegetation-artist

Trees, plants, grass cards, leaf atlases, canopy LODs, and wind vertex-color prep.

foliage
trees
grass

character-artist

Human anatomy, facial topology, clothing base meshes, and animation-ready characters.

character
anatomy
facial

creature-artist

Monsters, fantasy creatures, aliens, and organic design with believable anatomy.

creature
organic
fantasy

character-archetypes

Race/role kits — elf, dwarf, orc, vampire, mecha, knight, assassin, and more — with silhouette rules.

archetypes
races
roles

Production Workflow (8)

Sculpt → retopo → UV → materials → textures, plus hair, cloth, and lookdev loops.

sculpting

High-frequency detail with Dyntopo, multires, brushes, alphas, wrinkles, and damage.

dyntopo
multires
alphas

retopology

Animation-ready quad-dominant meshes with proper edge loops and efficient flow.

quads
edge-loops

uv-workflow

Seams, packing, texel density, UDIM, lightmap UVs, and modular layouts.

uvs
texel-density
udim

materials

PBR and stylized materials for metal, wood, concrete, fabric, glass, and procedural shaders.

pbr
procedural

texture-workflow

Baking AO/curvature/normals, ORM packing, atlases, and texture memory optimization.

baking
normals
atlases

hair-groom

Curves/particle grooms and game hair-card atlases with scalp flow regions.

hair
cards
groom

cloth-sim

Garment blockout, pin groups, cloth sim, and bake to shape keys or caches.

cloth
sim
bake

lookdev

Material + light + camera review loop with grey passes and screenshot iterations.

lookdev
shading
turntable

Technical Skills (9)

Procedural systems, lighting, cameras, rendering, compositing, animation, rigging, VFX, and physics.

geometry-nodes

Scatter systems, procedural vegetation/buildings/cables, and reusable node groups.

procedural
scatter

lighting

Three-point, HDRI, horror lighting, volumetrics, rim lights, and mood illumination.

hdri
volumetrics

camera-cinematography

Framing, lenses, composition, DoF, and motivated camera animation beyond basic renders.

camera
lens
framing

rendering

Cycles/Eevee sampling, denoising, passes, AgX color management, and delivery.

cycles
eevee

compositing

Beauty stacks, pass recombination, grade, glare, and delivery outputs.

compositor
grade
passes

animation

Walk/run/idle, combat, mechanical motion, Graph Editor, and NLA workflows.

locomotion
nla

rigging

Armatures, IK/FK, constraints, weight painting, mechanical and facial rigs.

ik-fk
weights

vfx-fx

Smoke, fire, particles, trails, and Geometry Nodes FX for cinematic or game flipbooks.

vfx
smoke
particles

physics-sim

Rigid body, soft body, destruction, constraints, and baked caches.

rigid-body
destruction

Pipeline & Delivery (12)

Scene assembly, optimization, LODs, collision, engine-specific export, QA, and archviz delivery.

procedural-modeling

Rocks, buildings, vegetation, roads, terrain, pipes, and cables via GN/modifiers.

procedural
kits

scene-assembly

Large layouts, collections, linking, overrides, and streaming-friendly organization.

layout
linking

set-dressing

Narrative prop clusters, density control, and environmental storytelling placement.

dressing
storytelling

asset-optimization

Polycount, topology, UV efficiency, naming, and game-ready validation gate.

validation
polycount

lod-pipeline

Dedicated LOD generation, naming, screen-size targets, and silhouette validation.

lod
decimate

collision-proxy

UCX/convex hulls, capsules, boxes, and engine collider naming.

ucx
collision

export-pipeline

Generic FBX/GLTF/OBJ/USD/Alembic export with scale, pivot, and normals checks.

fbx
gltf
usd

unity-export

Unity-specific scale, materials, humanoid/generic rigs, LODs, and colliders.

unity
glb

unreal-export

Unreal FBX, centimeter awareness, UCX collision, LOD chains, and sockets.

unreal
ucx

godot-export

Godot GLTF/GLB export with clean hierarchy and PBR materials.

godot
gltf

qa-review

Screenshot-backed checklist gate with explicit SHIP / NO-SHIP verdicts.

qa
review

archviz

Architectural visualization — real-world scale, cameras, materials, and stills delivery.

archviz
interiors

Core Style Specialists (8)

Foundational art-direction skills that lock visual language before modeling.

horror-style

Psychological horror — sparse industrial spaces, analog aesthetics, tension lighting.

horror
atmospheric

psx-horror-style

PS1/PSX crunchy horror — low budgets, fog, nearest textures, VHS-adjacent presentation.

psx
retro-horror

lowpoly-style

PS1/PS2 / Lethal Company aesthetic — readable silhouettes, minimal polys.

lowpoly
ps1

anime-style

Cel shading, hard color breaks, anime proportions, and toon stacks.

anime
cel

voxel-style

Minecraft-adjacent block grid modeling with limited palettes.

voxel
blocks

isometric-style

True-iso / dimetric cameras, tile footprints, and strategy-game readability.

isometric
tiles

stylized-style

Broad NPR — shape language, exaggeration, hand-painted-friendly pipelines.

npr
stylized

realistic-style

Photoreal AAA PBR, photogrammetry cleanup, and cinematic realism.

aaa
photoreal

Extended Art Styles (15)

Genre-specific looks from cartoon and comic to pixel, painterly, craft, and retro eras.

cartoon-style

Bold graphic shapes, squash-stretch readability, and limited palettes.

cartoon
graphic

comic-book-style

Ink-ready contrast, contour support, and optional halftone language.

comics
ink

manga-style

Value-first manga staging, screentone feel, and panel emphasis.

manga
screentone

pixel-art-style

Texel-locked pixel discipline and nearest-filter intent for 3D-assisted pixel looks.

pixel
texel

hand-painted-style

Brushwork albedo, soft values, and restrained PBR for painted games.

hand-painted

painterly-style

Watercolor and oil-painting looks with pigment texture and soft edges.

watercolor
oil

stop-motion-craft-style

Claymation, paper craft, and handmade physical-material cues.

clay
papercraft

chibi-style

Super-deformed proportions — oversized heads and cute silhouettes.

chibi
sd

noir-style

High-contrast noir lighting, wet streets, and mono/limited-color grades.

noir
contrast

minimalist-style

Reduced forms, negative space, and limited color systems.

minimal
abstract

vector-style

Flat fills, sharp silhouettes, and UI-like graphic clarity.

vector
flat

retro-8bit-style

NES-era constraints — severe palettes and chunky reads.

8-bit
nes

retro-16bit-style

SNES/Genesis-era richer palettes with texel discipline.

16-bit
snes

hd-2d-style

Pixel characters on soft 3D stages with theatrical DoF and lighting.

hd-2d
octopath

frutiger-aero-style

Glossy mid-2000s futurism — aqua, bubbles, nature-tech optimism.

frutiger-aero
aero

Horror Packs (8)

Subtype horror direction — cosmic, body, analog, liminal, folk, mascot, dreamcore, and indie references.

cosmic-eldritch-horror

Lovecraftian scale, non-Euclidean cues, and incomprehensible forms.

cosmic
lovecraft

body-horror-style

Mutation, flesh wrongness, and visceral material storytelling.

body-horror
mutation

analog-found-footage-horror

VHS/CRT/found-footage camera language and tape damage in comp.

vhs
found-footage

liminal-space-style

Backrooms, empty malls/schools, poolrooms — familiar emptiness.

liminal
backrooms

folk-horror-style

Pastoral daylight dread, rural ritual, and community wrongness.

folk
rural

mascot-puppet-horror

Cute brand/puppet characters corrupted — felt, foam, dead eyes.

mascot
puppet

dream-weirdcore-style

Dreamcore/weirdcore/traumacore nostalgic surreal dread.

dreamcore
weirdcore

indie-horror-aesthetics

Silent Hill, Fear to Fathom, Puppet Combo, corporate/cabin/hospital lanes.

silent-hill
indie

Worlds & Themes (5)

World-building packs. Open each skill’s references for subtypes (steampunk, western, wasteland, jungle, …).

fantasy-worlds

Medieval, high fantasy, dark fantasy, and urban fantasy material languages.

fantasy
medieval

sci-fi-punk-worlds

Hard sci-fi, space, cyberpunk, steampunk, diesel/atom/solar/bio/clockpunk.

cyberpunk
steampunk

historical-worlds

Western, pirate, samurai/ninja, Viking, ancients, Victorian, military eras.

historical
period

apocalypse-worlds

Post-apoc, zombie, alien invasion, dystopia/utopia, post-human ruins.

wasteland
dystopia

biome-worlds

Underwater, desert, arctic, jungle, underground, and floating islands.

biomes
climate

Atmosphere & Mood (5)

Mood overlays that tune lighting, palette, clutter, and camera feel.

cozy-wholesome-mood

Warm light, soft shapes, safe clutter — cozy/cute/peaceful scenes.

cozy
wholesome

dark-gritty-mood

Dark, grim, rusty, abandoned, industrial, lonely, melancholic tones.

gritty
decay

dream-surreal-mood

Dreamlike, surreal, mysterious, mystical, chaotic atmosphere.

surreal
dream

neon-retrofuturism

Neon, vaporwave, synthwave, and retrofuturistic dusk palettes.

neon
synthwave

brutalist-mood

Monumental raw concrete, austere composition, human-scale contrast.

brutalist
concrete

Gameplay Genre Direction (13)

Art-direction rules for gameplay genres — readability, landmarks, cover, loot, and camera language.

genre-action-combat

Action, hack-and-slash, beat ’em up, fighting — readable arenas and breakables.

action
combat

genre-shooter

FPS/TPS, battle royale, extraction — sightlines, cover, POI landmarking.

fps
tps
br

genre-rpg

RPG/JRPG/CRPG/ARPG/MMO — region identity, hubs, loot rarity reads.

rpg
jrpg

genre-survival

Survival and survival-horror — resource reads, crafting benches, risk routes.

survival

genre-stealth

Shadow volumes, patrol layouts, and concealment materials.

stealth

genre-puzzle-platformer

Interactable pop, hazard language, and honest jump volumes.

puzzle
platformer

genre-metroidvania-roguelike

Room modules, ability gates, biome mastery, run-readable props.

metroidvania
roguelike

genre-soulslike

Monumental melancholy, fog gates, bonfire landmarks, lethal silhouettes.

soulslike

genre-strategy-sim

RTS/TBS/TD/MOBA, city/colony/life/farming sims — iconic buildings at zoom.

strategy
sim

genre-racing-sports

Track landmarks, stadium kits, and high-speed edge clarity.

racing
sports

genre-narrative-vn

Visual novel, interactive movie, walking sim — emotion cameras and plates.

vn
narrative

genre-card-party-idle

Card/deck builder, party, idle/incremental, rhythm, educational stages.

cards
idle

genre-open-world-sandbox

Open world/sandbox — biome borders, landmarks, discovery crumbs.

open-world
sandbox

Visual Eras (1)

Console and media-era presentation constraints from PS1 crunch to modern PBR and tape looks.

visual-console-eras

PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation stacks.

ps1
ps5
crt
vhs

Naming Conventions

Asset TypePrefixExample
CollectionsCOL_COL_Weapon_Rifle_A
MeshesSM_SM_Weapon_Rifle_A
MaterialsMAT_MAT_Weapon_Rifle_A
TexturesT_T_Weapon_Rifle_A
AnimationsAN_AN_Weapon_Rifle_A
ArmaturesARM_ARM_Weapon_Rifle_A
Geo Node GroupsGN_GN_Weapon_Rifle_A
CamerasCAM_CAM_Weapon_Rifle_A
LightsLGT_LGT_Weapon_Rifle_A
Unreal CollisionUCX_UCX_SM_Crate_01
FXFX_FX_Emit_Sparks

Anti-Patterns

"How do I use Blender?" — Skills assume production context, not tutorials.
Attaching a reference image without asking the agent to analyze and match it.
Skipping blender-director on complex multi-step tasks.
Mixing cyberpunk + steampunk + solarpunk without an intentional mashup brief.
Declaring a genre without loading that genre skill’s readability rules.
Adding greebles before establishing silhouette and panel-break depth.
Keyframing emission on shared hull materials (causes white blowout in export).
Manual UI steps when Blender MCP is connected.
Exporting without asset-optimization / qa-review validation.
Declaring done on reference tasks without screenshot comparison.