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Found 6 Skills
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).
Drive Blender from natural language. Converts plain-English requests ("model a sword and render it with cinematic lighting", "make this glass look frosted", "set up three-point lighting", "export this scene as glTF for the web") into Blender Python code executed via the Blender MCP server. Acts as the orchestrator that picks and chain-loads specialised sub-skills (blender-modeling, blender-materials, blender-lighting, blender-cameras, blender-rendering, blender-animation, blender-export, wireframe-to-3d, blender-pro-workflow, blender-skill-harmonizer, quality-refinement-autoloop). Use this skill whenever the user wants Claude to do anything in Blender, including creating geometry, applying materials, lighting a scene, framing a camera, rendering, animating, or exporting. Make sure to invoke this skill even if the user does not say "Blender" — also covers requests like "create a 3D model of...", "render this...", "make a glTF from...", "set up a scene with...", or any 3D-creation task. Requires the Blender MCP addon (ahujasid/blender-mcp) running on port 9876.
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.