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From Blender Skills

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analog-found-footage-horrorFound-footage look: handheld or locked security-camera framing, timestamps, VHS blur and tracking lines, ordinary spaces made wrong. Five…Blender · MITA look or a styleanimationKeyframe animation rules: walk, run and idle cycles with frame counts, mechanical motion by constraints (hinges, pistons, gears on…Blender · MITA camera moveanime-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…Blender · MITA look or a styleapocalypse-worldsPost-apocalyptic and dystopian settings: scavenged materials, faded brands, improvised repairs, in six lanes. One line and two reference…Blender · MITA look or a stylearchvizArchitectural stills: check real-world scale first, 24 to 35 mm for interiors with verticals corrected, HDRI plus practical lamps, layered…Blender · MITA whole sceneasset-optimizationThe gate before export: an audit checklist for geometry, UVs, materials and naming, fixes for common overruns, LOD steps at 50, 25 and 10…Blender · MITA check on the resultbiome-worldsUnderwater, desert, arctic, jungle, underground and floating-island settings: climate drives palette, fog, vegetation density and wear. One…Blender · MITA look or a styleblender-directorThe orchestrator: reads a request, writes a production brief (type, target, style, triangle and texture budgets, export format), then names…Blender · MITA plan or a scriptblender-modelerGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…Blender · MIT3Dbody-horror-styleBody horror: anatomy that is almost right then broken, material transitions from skin to metal or plastic, restraint with wet specular…Blender · MITA look or a stylebrutalist-moodBrutalist mood: monumental raw concrete, austere composition, people made small, few materials. One line and one reference page. Its…Blender · MITA look or a stylecamera-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…Blender · MITA camera movecartoon-styleCartoon look in about 1,000 characters: silhouette first, exaggerated proportions, limited palette with bold accents, detail in shapes…Blender · MITA look or a stylecharacter-archetypesA short pointer skill (under 900 characters) that says to fix silhouette, materials and proportions for a role or race before modeling, and…Blender · MITA look or a stylecharacter-artistHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…Blender · MIT3Dchibi-styleChibi proportions: head a half to a third of total height, simplified hands. About 600 characters and one reference page. Its reference…Blender · MITA look or a stylecloth-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 · MIT3Dcollision-proxySimple collision shapes for game engines: boxes, capsules and convex pieces, Unreal's UCX_ naming, Unity notes and authoring rules. Its…Blender · MITEdit, render, publishcomic-book-styleComic-book look: high-contrast lighting that reads as ink, strong contours, sparing halftone, hero poses, speed lines as meshes. Five…Blender · MITA look or a stylecompositingFinishing a render in Blender's compositor: which passes to enable, a default beauty stack (exposure and color balance, glare, slight lens…Blender · MITcosmic-eldritch-horrorLovecraftian horror: scale mismatch between a tiny human and a vast form, suggestion over explanation, impossible architecture, abyssal…Blender · MITA look or a stylecozy-wholesome-moodCozy mood: warm key with soft fill, rounded props, clutter as comfort, gentle palettes, cameras at friendly eye height. Five tenets and one…Blender · MITA look or a stylecreature-artistCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…Blender · MIT3Ddark-gritty-moodDark, gritty mood: wear as story, low-key lighting, melancholy palettes, industrial weight. One line and one reference page. Its reference…Blender · MITA look or a styledream-surreal-moodDreamlike, surreal mood: bent logic, play with scale, soft physics, symbolic props. One line and one reference page. Its reference pages…Blender · MITA look or a styledream-weirdcore-styleDreamcore and weirdcore: soft fog and bloom, childhood objects out of place, cryptic captions, unclear geography. Five tenets and one…Blender · MITA look or a styleenvironment-artistModular environments: grid sizes for walls, facades and roads, the kit pieces a set needs (corner, edge, fill, door, trim), real-world…Blender · MITA whole sceneexport-pipelineGetting an asset out of Blender intact: which format for which target (FBX, glTF or GLB, OBJ, USD, Alembic), the FBX and glTF settings…Blender · MITEdit, render, publishfantasy-worldsFantasy world direction: choose medieval, high, dark or urban fantasy and keep materials honest to it. Four tenets and four reference…Blender · MITA look or a stylefolk-horror-styleFolk horror: pastoral beauty with wrong customs, handmade ritual props, dread in warm daylight. Five tenets and one reference page. Its…Blender · MITA look or a stylefrutiger-aero-styleMid-2000s glossy optimizm: bubbles, fresh greens and blues, nature with tech, soft skeuomorphic forms. One line of direction and one…Blender · MITA look or a stylegenre-action-combatGame-genre direction for action and fighting games: readable arenas, clear attack silhouettes, obvious breakables. One line and one…Blender · MITA look or a stylegenre-card-party-idleGame-genre direction for card, party, idle, rhythm and educational games: a clear table, readable icons in 3D, quiet backgrounds. One line…Blender · MITA look or a stylegenre-metroidvania-roguelikeGame-genre direction for metroidvanias and roguelikes: modular rooms, ability gates, biome identity. One line and one reference page. Its…Blender · MITA look or a stylegenre-narrative-vnDirection for visual novels and walking simulators: cameras that carry emotion, backgrounds ready to use as plates, few interaction…Blender · MITA look or a stylegenre-open-world-sandboxGame-genre direction for open worlds: landmarks, biome borders, traversal, discovery without clutter. One line and one reference page. Its…Blender · MITA look or a stylegenre-puzzle-platformerGame-genre direction for puzzle and platform games: interactables that pop, hazards with their own color and shape, honest jump distances…Blender · MITA look or a stylegenre-racing-sportsGame-genre direction for racing and sports: landmarks readable at speed, clear track edges, stadium kits, team colors. One line and one…Blender · MITA look or a stylegenre-rpgGame-genre direction for RPGs: region identity, quest hubs, loot rarity shown visually, class-readable gear. One line and one reference…Blender · MITA look or a stylegenre-shooterGame-genre direction for shooters: sightlines, cover, landmarks, scale for first- or third-person cameras. One line and two reference…Blender · MITA look or a stylegenre-soulslikeGame-genre direction for soulslikes: monumental ruins, fog gates, landmark shortcuts, enemy silhouettes that read as lethal. One line and…Blender · MITA look or a stylegenre-stealthGame-genre direction for stealth games: shadows as gameplay, noisy and quiet floor materials, vertical routes. One line and one reference…Blender · MITA look or a stylegenre-strategy-simGame-genre direction for strategy and simulation games: iconic buildings, clear tiles, units readable from the camera's distance. One line…Blender · MITA look or a stylegenre-survivalGame-genre direction for survival games: resources readable at speed, safe against unsafe zones, iconic crafting benches. One line and one…Blender · MITA look or a stylegeometry-nodesProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…Blender · MIT3Dgodot-exportGodot export: GLB first, +Y up, Principled BSDF to glTF PBR, actions exported as clips, and a short verify-in-Godot list. Its reference…Blender · MITEdit, render, publishhair-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 · MIT3Dhand-painted-styleHand-painted texture look: values painted into the base color, little roughness variation, soft bevels to catch the paint. Five tenets and…Blender · MITA look or a stylehard-surfaceCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…Blender · MIT3Dhd-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…Blender · MITA look or a stylehistorical-worldsPeriod settings (Western, pirate, samurai, Viking, ancient Egypt, Greece and Rome, Victorian, military eras): get silhouettes and materials…Blender · MITA look or a stylehorror-stylePsychological horror look (Silent Hill, Resident Evil, Chilla's Art, Iron Lung as its named references): sparse industrial spaces, a single…Blender · MITA look or a styleindie-horror-aestheticsA pointer to five small reference pages, one per indie horror look (Silent Hill fog and rust, Fear to Fathom, Puppet Combo, corporate…Blender · MITA look or a styleisometric-styleIsometric dioramas: orthographic camera at the true-isometric angles (54.736 degrees and 30-degree patterns), assets judged from that one…Blender · MITA look or a stylelightingLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…Blender · MIT3Dliminal-space-styleLiminal spaces and Backrooms: familiar empty architecture, repetition, fluorescent lighting, no clutter. Five tenets and two reference…Blender · MITA look or a stylelod-pipelineMaking and checking LOD chains for game meshes: triangle budgets per level, four ways to generate them, naming and screen-size thresholds…Blender · MITEdit, render, publishlookdevThe loop that gets shading right: gray clay pass, base materials, a neutral three-point rig, then beauty light, a screenshot, a list of…Blender · MITA check on the resultlowpoly-styleLow-poly look in the PS1 and PS2 tradition (it names Lethal Company and Mouthwashing): readable silhouettes, polygon guidelines, flat…Blender · MITA look or a stylemanga-styleManga look: design in grayscale values first, sparing screentone, speed lines, black-heavy compositions. Five tenets and one reference…Blender · MITA look or a stylemascot-puppet-horrorMascot and puppet horror: friendly shapes with dead eyes, felt, foam and plastic, a children's-show set gone wrong. Five tenets and one…Blender · MITA look or a stylematerialsPBR materials done consistently: a set of MAT_ master materials (metal, plastic, fabric, glass, emissive, organic), a table of metallic and…Blender · MIT3Dminimalist-styleMinimalism: few shapes, few colors, deliberate empty space ('reduce until it breaks, then add one thing back'). Five tenets and one…Blender · MITA look or a styleneon-retrofuturismSynthwave and vaporwave: sunset gradients, a perspective grid, chrome with neon. One line and two reference pages, one of them 86 bytes…Blender · MITA look or a stylenoir-styleNoir look: hard motivated key lights (blinds, a neon slash), negative fill, smoke shafts, wet ground as a mirror, crushed but detailed…Blender · MITA look or a stylepainterly-styleWatercolor and oil looks: soft shadow edges, pigment or paper overlays in the material or the composite, little harsh specular. Four tenets…Blender · MITA look or a stylephysics-simRigid body, soft body and destruction: active against passive bodies, hinge and breakable constraints, pre-cut shards triggered on a chosen…Blender · MIT3Dpixel-art-stylePixel-art discipline for 3D assets: declare the texel size, nearest filtering, limited palette, avoid thin triangles that shimmer. Five…Blender · MITA look or a styleprocedural-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 · MIT3Dpsx-horror-stylePlayStation-1-era horror: 100 to 800 triangles per prop, 64 to 256 pixel textures, fog as a must, affine wobble as an option, light VHS and…Blender · MITA look or a styleqa-reviewA ship or no-ship review backed by screenshots: five required views, four defect levels, and a verdict template. It tells the agent never…Blender · MITA check on the resultrealistic-stylePhotoreal direction: real-world scale checks, high-poly to baked low-poly, photogrammetry cleanup, physically plausible PBR values and a…Blender · MITA look or a styleretopologyTurning a dense sculpt into a clean quad mesh: methods (shrinkwrap setup included), edge-loop and pole rules, where triangles are allowed…Blender · MIT3Dretro-16bit-styleSNES and Genesis-era look: richer palettes than 8-bit, dither and gradient cues. About 500 characters and one reference page. Its reference…Blender · MITA look or a styleretro-8bit-styleNES-era look: very few colors, high-contrast characters, no gradients unless dithered. About 600 characters and one reference page. Its…Blender · MITA look or a styleriggingArmatures for deforming assets: bone naming and hierarchy, IK against FK, constraints, weight painting, mechanical rigs, facial rigs and…Blender · MIT3Dscene-assemblyLaying out a large scene: a collection structure (layout, modular geo, set dressing, lights, cameras, FX), collection instances against…Blender · MITA whole scenesci-fi-punk-worldsSci-fi and the punk family (hard sci-fi, space opera, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, clockpunk): choose…Blender · MITA look or a stylesculptingWhen to sculpt and how: Dyntopo against multiresolution, which brush for which job, the order of detail passes, alphas, damage and wear…Blender · MIT3Dset-dressingPlacing props so a space tells a story: density by zone, and a cluster method (pick one story beat, place three to seven props that sell…Blender · MITA whole scenestop-motion-craft-styleClaymation, paper craft, felt and wooden-puppet looks: visible seams and fingerprints, real craft materials, slight irregularity, stepped…Blender · MITA look or a stylestylized-styleBroad non-photoreal direction: shape language, exaggerated proportions, color harmony schemes, NPR rendering and hand-painted texture…Blender · MITA look or a styletexture-workflowBaking and texture sets for games: high-to-low bake setup with a cage, which maps to bake (normal, AO, curvature, roughness), atlases…Blender · MIT3Dunity-exportUnity-specific export: GLB for static meshes and FBX for animated ones, unit and axis defaults, material rules, humanoid rig notes and a…Blender · MITEdit, render, publishunreal-exportUnreal-specific export: FBX defaults, the centimeter scale trap, UE naming (SM_, SK_, UCX_, SOCKET_), collision and skeletal mesh notes and…Blender · MITEdit, render, publishuv-workflowUV unwrapping for production: where seams go, texel density, packing, mirrored UVs, UDIM, lightmap UVs and modular atlases, with a…Blender · MIT3Dvector-styleFlat vector look in one line: flat fills, clean edges, iconic shapes, almost no gradients. The shortest skill in the pack (500 characters)…Blender · MITA look or a stylevegetation-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 · MIT3Dvfx-fxSmoke, fire, sparks, debris and energy effects: choose cards and ribbons for real-time or Mantaflow, particles and Geometry Nodes for a…Blender · MITvisual-console-erasMatching a hardware or media era (PS1 to PS5, arcade, DOS, CRT, VHS, film grain) by its polygon counts, texture filtering, lighting model…Blender · MITA look or a stylevoxel-styleBlock-grid look: pick a voxel size and snap everything to it, stepped forms instead of curves, a small palette atlas, no subdivision. Its…Blender · MITA look or a stylereference-image-match (shared reference)The pack's best single page, though it is a shared reference and not one of the 94 skills: a written protocol for making a Blender scene…Blender · MITA check on the result