Skills Guide
Decision trees, workflow combinations, and the full skill index for the Blender Skills pack. Start any production task with blender-director.
Decision Trees
What are you making?
Hard surface prop → hard-surface
Environment/level → environment-artist
Human character → character-artist
Creature/monster → creature-artist
Procedural → geometry-nodes
What style?
Horror → horror-style
Retro/low poly → lowpoly-style
Cartoon/NPR → stylized-style
Photoreal → realistic-style
Unspecified → blender-director
Pipeline stage?
Starting fresh → blender-director
Sculpt done → retopology
Topo done → uv-workflow
Look dev → lighting → rendering
Ready to ship → asset-optimization
Workflow Pipelines
Hero Hard Surface Prop
Game Character
Horror Environment
Modular Kit
Procedural Scatter
Reference Image Match
Skill Index
Orchestration
Pipeline planning, skill routing, and production briefs. Always start here for complex tasks.
blender-director
Analyzes your request, selects the right specialists, outputs a production brief, and orchestrates the full pipeline.
Modeling Disciplines
Specialist modelers for every asset type — props, environments, characters, and creatures.
blender-modeler
General modeling, Edit Mode workflows, modifiers, scene organization, and blockouts.
hard-surface
Sci-fi props, weapons, vehicles, and mechanical assets. Boolean/bevel workflows, panel lines, greebles.
environment-artist
Modular kits, terrain, architecture, and game-optimized environment pipelines with 2m grid snapping.
character-artist
Human anatomy, facial topology, clothing, hair, and animation-ready character meshes.
creature-artist
Monsters, fantasy creatures, aliens, and organic design with believable anatomy and movement.
Production Workflow
The sculpt → retopo → UV → materials → textures pipeline. Used after high-poly modeling.
sculpting
High-frequency surface detail using Dyntopo, multiresolution, brushes, alphas, wrinkles, and damage.
retopology
Animation-ready, quad-dominant meshes with proper edge loops and efficient polygon flow.
uv-workflow
Seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts.
materials
PBR and stylized materials for metal, wood, concrete, fabric, glass, and procedural shaders.
texture-workflow
Baking AO, curvature, normals, ORM packing, atlases, decals, and texture memory optimization.
Technical Skills
Procedural systems, lighting, rendering, animation, and rigging.
geometry-nodes
Scatter systems, procedural vegetation, buildings, pipes, cables, and reusable node groups.
lighting
Three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination.
rendering
Cycles and Eevee — sampling, denoising, camera setup, render passes, and color management.
animation
Walk/run/idle cycles, combat, mechanical animation, Graph Editor, and NLA workflows.
rigging
Armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers.
Pipeline
Procedural asset creation, optimization gate, and multi-format export. Use before every delivery.
procedural-modeling
Rocks, buildings, vegetation, roads, terrain, pipes, and cables using Geometry Nodes and modifier stacks.
asset-optimization
Validates polycount, topology, UV efficiency, material count, naming, and game-ready performance.
export-pipeline
Production export to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, and normals verification.
Style Specialists
Art direction skills that define the visual language of your project before modeling begins.
horror-style
Psychological horror inspired by Silent Hill, Resident Evil, and Iron Lung. Sparse industrial environments, analog aesthetics.
lowpoly-style
PS1/PS2 aesthetic inspired by Lethal Company and Mouthwashing. Minimal polygons, strong silhouettes.
stylized-style
NPR rendering, hand-painted assets, shape exaggeration, and color harmony for non-photorealistic projects.
realistic-style
Photorealistic AAA PBR, photogrammetry cleanup, real-world scale, and high-poly workflows.
Naming Conventions
| Asset Type | Prefix | Example |
|---|---|---|
| Collections | COL_ | COL_Weapon_Rifle_A |
| Meshes | SM_ | SM_Weapon_Rifle_A |
| Materials | MAT_ | MAT_Weapon_Rifle_A |
| Textures | T_ | T_Weapon_Rifle_A |
| Animations | AN_ | AN_Weapon_Rifle_A |
| Armatures | ARM_ | ARM_Weapon_Rifle_A |
| Geo Node Groups | GN_ | GN_Weapon_Rifle_A |
| Cameras | CAM_ | CAM_Weapon_Rifle_A |
| Lights | LGT_ | LGT_Weapon_Rifle_A |