B
Blender Skills
Skills Guide

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

blender-directorhard-surfaceuv-workflowmaterialsasset-optimizationexport-pipeline

Game Character

blender-directorcharacter-artistsculptingretopologyuv-workflowtexture-workflowrigginganimationexport-pipeline

Horror Environment

blender-directorhorror-styleenvironment-artistlightinglowpoly-styleasset-optimizationexport-pipeline

Modular Kit

blender-directorenvironment-artistgeometry-nodesuv-workflowtexture-workflowasset-optimizationexport-pipeline

Procedural Scatter

blender-directorgeometry-nodesprocedural-modelingasset-optimization

Reference Image Match

blender-directorreference-image-matchCamera matchGeometry tiersMaterialsScreenshot loopvisual-match-checklist

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.

routing
planning
orchestration

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.

edit-mode
modifiers
blockout

hard-surface

Sci-fi props, weapons, vehicles, and mechanical assets. Boolean/bevel workflows, panel lines, greebles.

sci-fi
weapons
vehicles
booleans

environment-artist

Modular kits, terrain, architecture, and game-optimized environment pipelines with 2m grid snapping.

modular
terrain
architecture

character-artist

Human anatomy, facial topology, clothing, hair, and animation-ready character meshes.

character
anatomy
facial

creature-artist

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

creature
organic
fantasy

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.

dyntopo
multires
alphas

retopology

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

quads
edge-loops
animation-ready

uv-workflow

Seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts.

uvs
texel-density
udim

materials

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

pbr
procedural
shaders

texture-workflow

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

baking
normals
atlases

Technical Skills

Procedural systems, lighting, rendering, animation, and rigging.

geometry-nodes

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

procedural
scatter
node-groups

lighting

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

hdri
volumetrics
cinematic

rendering

Cycles and Eevee — sampling, denoising, camera setup, render passes, and color management.

cycles
eevee
denoising

animation

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

locomotion
nla
graph-editor

rigging

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

ik-fk
weight-paint
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.

procedural
rocks
vegetation

asset-optimization

Validates polycount, topology, UV efficiency, material count, naming, and game-ready performance.

validation
polycount
lod

export-pipeline

Production export to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, and normals verification.

fbx
gltf
usd

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.

horror
silent-hill
atmospheric

lowpoly-style

PS1/PS2 aesthetic inspired by Lethal Company and Mouthwashing. Minimal polygons, strong silhouettes.

lowpoly
ps1
retro

stylized-style

NPR rendering, hand-painted assets, shape exaggeration, and color harmony for non-photorealistic projects.

npr
hand-painted
cartoon

realistic-style

Photorealistic AAA PBR, photogrammetry cleanup, real-world scale, and high-poly workflows.

aaa
photogrammetry
cinematic

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

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.
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 running asset-optimization validation.
Declaring done on reference tasks without screenshot comparison.