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 95 of 96Show everything
Blender
- analog-found-footage-horrorFound-footage look: handheld or locked security-camera framing, timestamps, VHS blur and tracking lines, ordinary spaces made wrong. Five…
- animationKeyframe animation rules: walk, run and idle cycles with frame counts, mechanical motion by constraints (hinges, pistons, gears on…
- anime-styleCel-shaded look: two to four value steps per material, hard shadow edges, four ways to shade and outline (toon shader with a color ramp…
- apocalypse-worldsPost-apocalyptic and dystopian settings: scavenged materials, faded brands, improvised repairs, in six lanes. One line and two reference…
- archvizArchitectural stills: check real-world scale first, 24 to 35 mm for interiors with verticals corrected, HDRI plus practical lamps, layered…
- asset-optimizationThe gate before export: an audit checklist for geometry, UVs, materials and naming, fixes for common overruns, LOD steps at 50, 25 and 10…
- biome-worldsUnderwater, desert, arctic, jungle, underground and floating-island settings: climate drives palette, fog, vegetation density and wear. One…
- blender-directorThe orchestrator: reads a request, writes a production brief (type, target, style, triangle and texture budgets, export format), then names…
- blender-modelerGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…
- body-horror-styleBody horror: anatomy that is almost right then broken, material transitions from skin to metal or plastic, restraint with wet specular…
- brutalist-moodBrutalist mood: monumental raw concrete, austere composition, people made small, few materials. One line and one reference page. Its…
- camera-cinematographyShot-making: a lens table by feel (18 to 28 mm wide, 35 to 50 story and product, 85 to 135 hero), a composition checklist, five camera…
- cartoon-styleCartoon look in about 1,000 characters: silhouette first, exaggerated proportions, limited palette with bold accents, detail in shapes…
- character-archetypesA short pointer skill (under 900 characters) that says to fix silhouette, materials and proportions for a role or race before modeling, and…
- character-artistHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…
- chibi-styleChibi proportions: head a half to a third of total height, simplified hands. About 600 characters and one reference page. Its reference…
- 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…
- collision-proxySimple collision shapes for game engines: boxes, capsules and convex pieces, Unreal's UCX_ naming, Unity notes and authoring rules. Its…
- comic-book-styleComic-book look: high-contrast lighting that reads as ink, strong contours, sparing halftone, hero poses, speed lines as meshes. Five…
- compositingFinishing a render in Blender's compositor: which passes to enable, a default beauty stack (exposure and color balance, glare, slight lens…
- cosmic-eldritch-horrorLovecraftian horror: scale mismatch between a tiny human and a vast form, suggestion over explanation, impossible architecture, abyssal…
- cozy-wholesome-moodCozy mood: warm key with soft fill, rounded props, clutter as comfort, gentle palettes, cameras at friendly eye height. Five tenets and one…
- creature-artistCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…
- dark-gritty-moodDark, gritty mood: wear as story, low-key lighting, melancholy palettes, industrial weight. One line and one reference page. Its reference…
- dream-surreal-moodDreamlike, surreal mood: bent logic, play with scale, soft physics, symbolic props. One line and one reference page. Its reference pages…
- dream-weirdcore-styleDreamcore and weirdcore: soft fog and bloom, childhood objects out of place, cryptic captions, unclear geography. Five tenets and one…
- environment-artistModular environments: grid sizes for walls, facades and roads, the kit pieces a set needs (corner, edge, fill, door, trim), real-world…
- export-pipelineGetting an asset out of Blender intact: which format for which target (FBX, glTF or GLB, OBJ, USD, Alembic), the FBX and glTF settings…
- fantasy-worldsFantasy world direction: choose medieval, high, dark or urban fantasy and keep materials honest to it. Four tenets and four reference…
- folk-horror-styleFolk horror: pastoral beauty with wrong customs, handmade ritual props, dread in warm daylight. Five tenets and one reference page. Its…
- frutiger-aero-styleMid-2000s glossy optimizm: bubbles, fresh greens and blues, nature with tech, soft skeuomorphic forms. One line of direction and one…
- genre-action-combatGame-genre direction for action and fighting games: readable arenas, clear attack silhouettes, obvious breakables. One line and one…
- genre-card-party-idleGame-genre direction for card, party, idle, rhythm and educational games: a clear table, readable icons in 3D, quiet backgrounds. One line…
- genre-metroidvania-roguelikeGame-genre direction for metroidvanias and roguelikes: modular rooms, ability gates, biome identity. One line and one reference page. Its…
- genre-narrative-vnDirection for visual novels and walking simulators: cameras that carry emotion, backgrounds ready to use as plates, few interaction…
- genre-open-world-sandboxGame-genre direction for open worlds: landmarks, biome borders, traversal, discovery without clutter. One line and one reference page. Its…
- genre-puzzle-platformerGame-genre direction for puzzle and platform games: interactables that pop, hazards with their own color and shape, honest jump distances…
- genre-racing-sportsGame-genre direction for racing and sports: landmarks readable at speed, clear track edges, stadium kits, team colors. One line and one…
- genre-rpgGame-genre direction for RPGs: region identity, quest hubs, loot rarity shown visually, class-readable gear. One line and one reference…
- genre-shooterGame-genre direction for shooters: sightlines, cover, landmarks, scale for first- or third-person cameras. One line and two reference…
- genre-soulslikeGame-genre direction for soulslikes: monumental ruins, fog gates, landmark shortcuts, enemy silhouettes that read as lethal. One line and…
- genre-stealthGame-genre direction for stealth games: shadows as gameplay, noisy and quiet floor materials, vertical routes. One line and one reference…
- genre-strategy-simGame-genre direction for strategy and simulation games: iconic buildings, clear tiles, units readable from the camera's distance. One line…
- genre-survivalGame-genre direction for survival games: resources readable at speed, safe against unsafe zones, iconic crafting benches. One line and one…
- geometry-nodesProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…
- godot-exportGodot export: GLB first, +Y up, Principled BSDF to glTF PBR, actions exported as clips, and a short verify-in-Godot list. Its reference…
- 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…
- hand-painted-styleHand-painted texture look: values painted into the base color, little roughness variation, soft bevels to catch the paint. Five tenets and…
- hard-surfaceCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…
- hd-2d-styleHD-2D look: pixel characters on a soft 3D stage, strong depth of field and god rays, a tilted near-orthographic camera, warm theatrical…
- historical-worldsPeriod settings (Western, pirate, samurai, Viking, ancient Egypt, Greece and Rome, Victorian, military eras): get silhouettes and materials…
- horror-stylePsychological horror look (Silent Hill, Resident Evil, Chilla's Art, Iron Lung as its named references): sparse industrial spaces, a single…
- indie-horror-aestheticsA pointer to five small reference pages, one per indie horror look (Silent Hill fog and rust, Fear to Fathom, Puppet Combo, corporate…
- isometric-styleIsometric dioramas: orthographic camera at the true-isometric angles (54.736 degrees and 30-degree patterns), assets judged from that one…
- lightingLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…
- liminal-space-styleLiminal spaces and Backrooms: familiar empty architecture, repetition, fluorescent lighting, no clutter. Five tenets and two reference…
- lod-pipelineMaking and checking LOD chains for game meshes: triangle budgets per level, four ways to generate them, naming and screen-size thresholds…
- lookdevThe loop that gets shading right: gray clay pass, base materials, a neutral three-point rig, then beauty light, a screenshot, a list of…
- lowpoly-styleLow-poly look in the PS1 and PS2 tradition (it names Lethal Company and Mouthwashing): readable silhouettes, polygon guidelines, flat…
- manga-styleManga look: design in grayscale values first, sparing screentone, speed lines, black-heavy compositions. Five tenets and one reference…