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From Blender Skills
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blender-modelerGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…Blender · MIT3Dcharacter-artistHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…Blender · MIT3Dcloth-simCloth that drapes: quad garment mesh, pin and stiffness vertex groups, starting settings for a soft dress, a stiff coat and a flag, a…Blender · MIT3Dcreature-artistCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…Blender · MIT3Dgeometry-nodesProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…Blender · MIT3Dhair-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…Blender · MIT3Dhard-surfaceCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…Blender · MIT3DlightingLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…Blender · MIT3DmaterialsPBR materials done consistently: a set of MAT_ master materials (metal, plastic, fabric, glass, emissive, organic), a table of metallic and…Blender · MIT3Dphysics-simRigid body, soft body and destruction: active against passive bodies, hinge and breakable constraints, pre-cut shards triggered on a chosen…Blender · MIT3Dprocedural-modelingParametric assets (rocks, buildings, roads, terrain, pipes, sci-fi panels) built with Geometry Nodes or modifiers, with variation testing…Blender · MIT3Dprop-artistGrounded everyday props (furniture, tools, household objects) when hard-surface is too mechanical: silhouette first, real-world scale…Blender · MIT3DretopologyTurning a dense sculpt into a clean quad mesh: methods (shrinkwrap setup included), edge-loop and pole rules, where triangles are allowed…Blender · MIT3DriggingArmatures for deforming assets: bone naming and hierarchy, IK against FK, constraints, weight painting, mechanical rigs, facial rigs and…Blender · MIT3DsculptingWhen to sculpt and how: Dyntopo against multiresolution, which brush for which job, the order of detail passes, alphas, damage and wear…Blender · MIT3Dtexture-workflowBaking and texture sets for games: high-to-low bake setup with a cage, which maps to bake (normal, AO, curvature, roughness), atlases…Blender · MIT3Duv-workflowUV unwrapping for production: where seams go, texel density, packing, mirrored UVs, UDIM, lightmap UVs and modular atlases, with a…Blender · MIT3Dvegetation-artistTrees, bushes and grass built as trunk, branches and alpha leaf cards on one atlas, with wind vertex colors and canopy LODs. Game-first…Blender · MIT3Dvehicle-artistCars, trucks, aircraft, ships and mechs: block the proportions from orthographic references, then body volumes, wheels, panel breaks…Blender · MIT3D