Blender Skills
arjun988/blender-skills · MIT · 96 entries
94 written instruction files that tell a coding agent how a Blender artist would approach a job, from modeling and lighting to game-engine export, 55 of them art-style and genre briefs. Text only: no scripts, scenes or node groups. (The 96 entries here are those 94, one shared reference page and one setup file.)
- Get it
git clone https://github.com/arjun988/blender-skills.gitThen copy its .claude/skills folder into your project's .claude/skills, or the same folders into your agent's skills directory.
- Needs
Blender, and a way for your agent to run Blender Python. The skills are written for the Blender MCP server. In our test the same steps also ran as one script with blender --background.
- Sends off your machine
Nothing. Its MCP config files start a different project's server, with that server's telemetry switched off.
- We watched it run
We wrote a script from its written steps for a product shot and ran it headless on Blender 5.0.1. It gave a picture on the first run: a small radio on a seamless backdrop, then a turntable.

One fault in the recipe: the light rig gives watts with no distances, and the first frame came out almost white. Treat its watts as a ratio.
- Not tried here
The simulation, rigging, sculpting, baking and export skills were read, not run. Half the skills are under 1,000 characters: a title, a tagline and a few tenets.
- License
MIT
The Blender name and logo belong to the Blender Foundation.
Everything in it
Showing 19 of 96Show everything
Blender
- blender-modelerGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…
- character-artistHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…
- cloth-simCloth that drapes: quad garment mesh, pin and stiffness vertex groups, starting settings for a soft dress, a stiff coat and a flag, a…
- creature-artistCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…
- geometry-nodesProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…
- hair-groomHair and fur two ways: hair cards on an atlas for real-time, curves or particle hair for a cinematic render, with card counts per LOD and…
- hard-surfaceCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…
- lightingLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…
- materialsPBR materials done consistently: a set of MAT_ master materials (metal, plastic, fabric, glass, emissive, organic), a table of metallic and…
- physics-simRigid body, soft body and destruction: active against passive bodies, hinge and breakable constraints, pre-cut shards triggered on a chosen…
- procedural-modelingParametric assets (rocks, buildings, roads, terrain, pipes, sci-fi panels) built with Geometry Nodes or modifiers, with variation testing…
- prop-artistGrounded everyday props (furniture, tools, household objects) when hard-surface is too mechanical: silhouette first, real-world scale…
- retopologyTurning a dense sculpt into a clean quad mesh: methods (shrinkwrap setup included), edge-loop and pole rules, where triangles are allowed…
- riggingArmatures for deforming assets: bone naming and hierarchy, IK against FK, constraints, weight painting, mechanical rigs, facial rigs and…
- sculptingWhen to sculpt and how: Dyntopo against multiresolution, which brush for which job, the order of detail passes, alphas, damage and wear…
- texture-workflowBaking and texture sets for games: high-to-low bake setup with a cage, which maps to bake (normal, AO, curvature, roughness), atlases…
- uv-workflowUV unwrapping for production: where seams go, texel density, packing, mirrored UVs, UDIM, lightmap UVs and modular atlases, with a…
- vegetation-artistTrees, bushes and grass built as trunk, branches and alpha leaf cards on one atlas, with wind vertex colors and canopy LODs. Game-first…
- vehicle-artistCars, trucks, aircraft, ships and mechs: block the proportions from orthographic references, then body volumes, wheels, panel breaks…