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Hard Surface

skill-arjun988-blender-skills-hard-surface · by arjun988

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

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Install

$ agentstack add skill-arjun988-blender-skills-hard-surface

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Security review

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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

Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

  1. Primary forms first — Silhouette reads at distance
  2. Manufacturing logic — Panel breaks follow construction seams
  3. Surface hierarchy — Primary > Secondary > Tertiary > Micro (greebles)
  4. Functional readability — Every form suggests purpose
  5. Edge consistency — Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep

Boolean rules:

  • Cutter objects named SM_Cutter_[Feature]
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

| Detail Tier | Bevel Width | Segments | |-------------|-------------|----------| | Primary edges | 0.005–0.02m | 2–3 | | Panel lines | 0.001–0.003m | 1–2 | | Micro detail | 0.0005–0.001m | 1 |

  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Techniques (prefer non-destructive):

  1. Inset faces + slight extrude inward
  2. Knife cuts on flat panels
  3. Boolean with thin cutter boxes
  4. Normal map detail for distant panels

Place panel lines at:

  • Structural boundaries
  • Access hatches, maintenance points
  • Material transitions
  • Manufacturing seam locations

Greebles

  • Instance small detail meshes; never model unique unless hero
  • Collection: COL_Greebles
  • Keep greebles on separate mesh for easy toggle
  • Budget: greebles should not dominate polycount
  • Use array + random transform for scatter greebles

Hard Edge Management

Sharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled

Manufacturing Reference

| Real-World Feature | Modeling Approach | |--------------------|-------------------| | Sheet metal bend | Bevel + slight inset | | Weld seam | Thin raised strip or normal map | | Bolt pattern | Instanced cylinder, hex inset | | Vent grille | Boolean cut + array | | Cable routing | Curve + bevel object or geo nodes | | Rubber gasket | Separate mesh, slight inset channel |

Vehicle / Spaceship Specifics

> Prefer vehicle-artist for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.

  • Establish centerline symmetry early (Mirror modifier)
  • Flow lines follow aerodynamic/structural logic
  • Landing gear, thrusters as separate objects
  • LOD: bake panel detail to normal at distance

Weapon Specifics

  • Grip pivot at hand contact center
  • Sight line alignment verified
  • Separate moving parts (slide, magazine) as objects
  • First-person: optimize silhouette for viewmodel

MCP Integration

Execute via MCP:

  1. Create blockout primitives
  2. Apply mirror/array modifiers
  3. Execute boolean operations
  4. Apply bevel and weighted normal
  5. Instance greeble collections
  6. Query polycount per phase

Constraints

MUST DO

  • Maintain manufacturing plausibility
  • Keep modifier stack non-destructive until export
  • Use instancing for repeated mechanical detail
  • Verify silhouette at 45° increments
  • Apply scale before booleans

MUST NOT DO

  • Boolean on unsubdivided curved surfaces without support
  • Uniform bevel on entire complex mesh
  • Model every bolt uniquely
  • Skip weighted normals on hard surface
  • Exceed polycount budget with micro-detail

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Boolean deep dive | references/boolean-workflow.md | Complex cuts | | Greeble library | references/greeble-patterns.md | Detail pass | | Pipeline | ../references/asset-pipeline.md | Phase context |

Style Integration

| Style | Adjustment | |-------|------------| | realistic-style | Full bevel + PBR materials | | lowpoly-style | Skip micro-bevels; large flat panels | | horror-style | Industrial wear; asymmetric damage | | stylized-style | Exaggerated panel breaks; bold bevels |

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.