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From Blender Skills
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blender-modelerBlender · MITGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…character-artistBlender · MITHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…cloth-simBlender · MITCloth that drapes: quad garment mesh, pin and stiffness vertex groups, starting settings for a soft dress, a stiff coat and a flag, a…creature-artistBlender · MITCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…geometry-nodesBlender · MITProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…hair-groomBlender · MITHair 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-surfaceBlender · MITCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…lightingBlender · MITLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…materialsBlender · MITPBR materials done consistently: a set of MAT_ master materials (metal, plastic, fabric, glass, emissive, organic), a table of metallic and…physics-simBlender · MITRigid body, soft body and destruction: active against passive bodies, hinge and breakable constraints, pre-cut shards triggered on a chosen…procedural-modelingBlender · MITParametric assets (rocks, buildings, roads, terrain, pipes, sci-fi panels) built with Geometry Nodes or modifiers, with variation testing…prop-artistBlender · MITGrounded everyday props (furniture, tools, household objects) when hard-surface is too mechanical: silhouette first, real-world scale…retopologyBlender · MITTurning a dense sculpt into a clean quad mesh: methods (shrinkwrap setup included), edge-loop and pole rules, where triangles are allowed…riggingBlender · MITArmatures for deforming assets: bone naming and hierarchy, IK against FK, constraints, weight painting, mechanical rigs, facial rigs and…sculptingBlender · MITWhen to sculpt and how: Dyntopo against multiresolution, which brush for which job, the order of detail passes, alphas, damage and wear…texture-workflowBlender · MITBaking and texture sets for games: high-to-low bake setup with a cage, which maps to bake (normal, AO, curvature, roughness), atlases…uv-workflowBlender · MITUV unwrapping for production: where seams go, texel density, packing, mirrored UVs, UDIM, lightmap UVs and modular atlases, with a…vegetation-artistBlender · MITTrees, bushes and grass built as trunk, branches and alpha leaf cards on one atlas, with wind vertex colors and canopy LODs. Game-first…vehicle-artistBlender · MITCars, trucks, aircraft, ships and mechs: block the proportions from orthographic references, then body volumes, wheels, panel breaks…Blender MCP client config (.mcp.json, .cursor/mcp.json)Tool · MITTwo identical config files that register the Blender MCP server for Claude Code and Cursor. They are Windows-only as written (the command…