Install
$ agentstack add skill-arjun988-blender-skills-character-artist ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Character Artist
Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.
When to Use
- Human/humanoid character creation
- Facial topology for expressions
- Clothing and accessory modeling
- Hair card systems or stylized hair
- Character proportion and stylization
Workflow
Reference → Proportion Blockout → Body Forms → Limb Connection
→ Facial Features → Edge Loop Planning → Detail Pass
→ Clothing (separate mesh) → UV Handoff → Rig Handoff
Proportion Standards
| Type | Head Units | Notes | |------|------------|-------| | Realistic adult | 7.5–8 heads | Hero characters | | Stylized | 4–6 heads | Exaggerated features | | Heroic | 8–9 heads | Action games |
Always block proportions before detail.
Edge Loop Strategy
Critical loop locations:
- Eyes: concentric loops for blink/expression
- Mouth: 3-loop minimum for lip deformation
- Jaw: loop following jaw line for open/close
- Shoulders: deltoid loop for arm raise
- Elbows/knees: 3-loop pinching pattern
- Hips: loop for leg spread
See references/facial-topology.md for face-specific loops.
Facial Structure
- Eye socket: recessed; brow ridge defined
- Nose: bridge width matches inner eye distance (realistic)
- Mouth: lower lip fuller than upper (realistic)
- Ear: aligns eye brow to nose base
- Skull underlying forms visible in stylization
Clothing Workflow
- Model body first (or use mannequin)
- Duplicate body faces for clothing base
- Solidify/extrude for cloth thickness
- Separate mesh:
SM_Char_[Name]_Body,SM_Char_[Name]_Cloth_[Piece] - Cloth does NOT share UVs with body
- Weight paint transfers from body (via rigging skill)
Hair Approaches
| Method | Use Case | Skill | |--------|----------|-------| | Hair cards | Game-realistic | uv-workflow + texture-workflow | | Strand curves | Cinematic | particle/curve systems | | Stylized mesh | Lowpoly/stylized | blender-modeler | | Sculpted | Hero bake | sculpting → retopology |
Animation-Ready Requirements
- Quad-dominant topology on deformation zones
- No poles on primary deformation areas (relocate to hidden zones)
- Even edge length in face/neck/joints
- Separate objects for swap-able parts (head, hands, gear)
MCP Integration
- Create base mannequin/blockout via MCP
- Build body with mirror modifier via MCP
- Query topology (face count, edge flow) at checkpoints
- Separate clothing meshes via MCP
- Organize character collection hierarchy
Constraints
MUST DO
- Establish proportions before facial detail
- Plan edge loops for planned deformations
- Separate clothing/accessories as unique meshes
- Match style skill direction (stylized vs realistic)
- Validate topology before rigging handoff
MUST NOT DO
- Triangles on primary deformation surfaces
- Poles at corner of mouth or inner eye
- Single mesh for body + hard surface armor (separate)
- Skip reference for facial likeness work
- Over-poly face before LOD planning
Reference Guide
| Topic | Reference | Load When | |-------|-----------|-----------| | Facial topology | references/facial-topology.md | Face modeling | | Body proportions | references/body-proportions.md | Blockout | | Pipeline | ../references/asset-pipeline.md | Phase context |
Style Integration
| Style | Adjustment | |-------|------------| | realistic-style | Full anatomy; 8-head proportion | | stylized-style | Exaggerated features; 4–5 heads | | lowpoly-style | Minimal loops; painted detail | | horror-style | Uncanny proportions; asymmetry |
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: arjun988
- Source: arjun988/blender-skills
- License: MIT
- Homepage: https://blender-skills.vercel.app
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.