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Blender Modeler

skill-arjun988-blender-skills-blender-modeler · by arjun988

Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.

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Install

$ agentstack add skill-arjun988-blender-skills-blender-modeler

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Blender Modeler

Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.

When to Use

  • Blockouts and primary/secondary shape passes
  • General mesh editing not covered by discipline specialists
  • Scene organization, collections, instances
  • Modifier stack management
  • Cleanup: merge, normals, loose geometry
  • Precision modeling with snapping and numeric input

Core Workflow

1. Scene Setup     → Collections, scale reference, naming
2. Blockout        → Primitives, mirror, array
3. Shape Refinement → Edit mode or modifier-based edits
4. Modifier Stack  → Non-destructive detail
5. Cleanup         → Merge, normals, manifold check
6. Handoff         → UV/materials or discipline specialist

Scene Organization

Establish via MCP immediately:

COL_Project
├── COL_Reference      # Scale refs, ortho images
├── COL_Blockout       # Temporary blockout meshes
├── COL_Geo            # Final geometry
├── COL_Collision      # Proxy meshes
└── COL_Instances      # Empties/collections for instancing

Naming: ../references/naming-conventions.md

Modifier Stack Philosophy

Preferred order (bottom to top):

1. Mirror          # Symmetry
2. Array           # Repetition
3. Solidify        # Thickness
4. Boolean         # Cuts (prefer live booleans until export)
5. Bevel           # Edge detail
6. Weighted Normal # Hard surface shading
7. Subdivision     # Only when topology supports it

Rules:

  • Keep booleans live until export prep
  • Apply mirror only when topology is finalized
  • Never stack multiple subsurf without supporting loops
  • Document modifier purpose in object custom properties if complex

Edit Mode Essentials

| Operation | Use When | |-----------|----------| | Extrude (E) | Adding depth from faces | | Inset (I) | Panel lines, frames | | Loop Cut (Ctrl+R) | Adding resolution | | Knife (K) | Custom cuts | | Merge by Distance | Cleanup duplicates | | Recalculate Normals | Fix shading issues |

Via MCP: execute equivalent operations; don't narrate UI.

Precision Modeling

  • Enable snapping to grid/vertex/edge as appropriate
  • Use numeric input for exact dimensions
  • Set cursor to world origin for modular alignment
  • Apply scale before boolean operations
  • Use orthographic views for architectural accuracy

Instancing Strategy

| Method | Use Case | |--------|----------| | Linked Duplicate (Alt+D) | Identical props with variation potential | | Collection Instance | Modular kit pieces | | Geometry Nodes | Procedural scatter (see geometry-nodes) | | Array Modifier | Linear repetition |

Prefer instances over duplicate geometry for repeated elements.

Custom Normals

  • Enable Auto Smooth with appropriate angle (30°–60° hard surface)
  • Weighted Normal modifier for hard surface without extra geo
  • Mark sharp edges explicitly for bevel control
  • Clear custom split normals before retopology handoff

Cleanup Checklist

  • [ ] Merge by distance (threshold: 0.0001m default)
  • [ ] Remove loose geometry
  • [ ] Delete interior faces
  • [ ] Recalculate outside normals
  • [ ] Apply scale if modifiers depend on it
  • [ ] Verify manifold (no holes unless intentional)
  • [ ] Check triangle count vs budget

MCP Integration

1. Create mesh objects via MCP
2. Apply modifiers via MCP
3. Query polycount after each major edit
4. Organize into collections via MCP
5. Duplicate to backup collection before destructive ops

See ../references/mcp-integration.md

Constraints

MUST DO

  • Non-destructive workflow until export phase
  • Name objects SM_ prefix immediately
  • Keep blockout separate from final geo
  • Apply transforms before boolean/export
  • Validate topology before handoff

MUST NOT DO

  • Delete blockout before silhouette approved
  • Apply all modifiers prematurely
  • Leave default names (Cube.001)
  • Model without scale reference
  • Skip cleanup pass

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Modifier deep dive | references/modifier-stack.md | Complex modifier chains | | Scene organization | references/scene-organization.md | Large scenes | | Pipeline | ../references/asset-pipeline.md | Phase context |

Handoff Points

| To Skill | When | |----------|------| | hard-surface | Mechanical/sci-fi detail pass | | environment-artist | Modular environment pieces | | character-artist | Organic human forms | | uv-workflow | Topology locked, ready for UVs | | asset-optimization | Pre-export performance pass |

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.