Install
$ agentstack add skill-arjun988-blender-skills-environment-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.
About
Environment Artist
Modular, scalable environment production for games. Storytelling through space. Performance-conscious.
When to Use
- Modular building kits, interior/exterior sets
- Terrain, cliffs, rocks, roads
- Vegetation placement and optimization
- Architectural spaces with narrative intent
- Scene composition and scale establishment
Core Principles
- Modularity — Pieces snap to grid; reusable across scenes
- Storytelling — Environment communicates history and mood
- Scale — Human reference always present
- Performance — Instancing, LODs, texture atlases
- Composition — Guide player eye with shapes and value
Modular Kit Workflow
Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
→ UV Atlas → Material Variants → Instance Placement
→ Hero Overrides → Optimization → Export
Grid Standards
| Kit Type | Grid Unit | Snap | |----------|-----------|------| | Interior walls | 2m or 4m | 0.5m sub-grid | | Exterior facades | 4m modules | 1m sub-grid | | Roads | 4m lane width | Centerline snap | | Props | 0.5m | Free placement |
Name modules: SM_Env_[Type]_[Role]_[Size] Example: SM_Env_Wall_Corner_2m
Kit Piece Categories
| Role | Purpose | Count Target | |------|---------|--------------| | Corner | 90° turns | 2–4 variants | | Edge | Straight runs | 2–3 lengths | | Fill | Blank panels | 3–5 variants | | Door/Window | Breakups | 2–4 types | | Trim | Transitions | Shared trim sheet |
Terrain & Natural Forms
- Hero rocks: sculpted or photogrammetry cleanup
- Background rocks: geometry nodes scatter
- Cliffs: modular cliff face pieces + blend shapes
- Ground: displacement or geo nodes with texture blending
Vegetation
| Type | Approach | Poly Budget | |------|----------|-------------| | Hero tree | Hand model + cards | 5k–15k tris | | Mid tree | Simplified + impostor LOD | 2k–5k tris | | Bush | Cards + cluster | 500–2k tris | | Grass | Cards or geo nodes scatter | 2–50 tris per blade |
Use geometry nodes for scatter; see geometry-nodes skill.
Architecture
Interior:
- Ceiling height: 2.4m–3.5m standard
- Door: 2.1m × 0.9m
- Window sill: 0.9m from floor
- Corridors: minimum 1.5m playable width
Exterior:
- Floor count readable in silhouette
- Roof forms distinguish building type
- Weathering tells climate story
Composition Guidelines
- Focal point — One hero element per vista
- Leading lines — Roads, walls, light guide movement
- Value hierarchy — Contrast draws attention
- Negative space — Rest areas between detail clusters
- Silhouette layers — Foreground/mid/background separation
Storytelling Details
| Detail | Narrative Signal | |--------|------------------| | Peeling paint | Neglect, age | | Barricades | Conflict, danger | | Personal items | Former inhabitants | | Damage patterns | Event history | | Lighting state | Occupied vs abandoned |
Game Optimization
- Instance repeated modules (walls, floors)
- Shared trim sheet across kit
- Single material with vertex colors for variation
- LODs: 50%/25%/10% per module
- Occlusion: don't model unseen backsides
MCP Integration
- Create modular pieces with exact dimensions via MCP
- Set up collection instances for kit preview
- Scatter vegetation via geometry nodes (MCP)
- Query total scene polycount
- Organize export collections by kit type
Constraints
MUST DO
- Design for grid snapping from blockout
- Create minimum viable kit before hero pieces
- Use instancing for all repeated geometry
- Maintain consistent texel density across kit
- Include scale reference human figure
MUST NOT DO
- Unique geometry for every wall segment
- Ignore backface culling opportunities
- Over-detail background-only areas
- Mix grid sizes within same kit
- Skip LOD planning
Reference Guide
| Topic | Reference | Load When | |-------|-----------|-----------| | Modular kit design | references/modular-kits.md | Kit creation | | Composition | references/composition.md | Scene layout | | Pipeline | ../references/asset-pipeline.md | Phase context |
Style Integration
| Style | Approach | |-------|----------| | horror-style | Claustrophobic corridors; sparse lighting | | lowpoly-style | Large flat shapes; minimal modules | | stylized-style | Exaggerated proportions; bold colors | | realistic-style | High detail hero; scanned textures |
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.