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Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
npx skill4agent add arjun988/blender-skills blender-modeler1. Scene Setup → Collections, scale reference, naming
2. Blockout → Primitives, mirror, array
3. Shape Refinement → Edit mode or modifier-based edits
4. Modifier Stack → Non-destructive detail
5. Cleanup → Merge, normals, manifold check
6. Handoff → UV/materials or discipline specialistCOL_Project
├── COL_Reference # Scale refs, ortho images
├── COL_Blockout # Temporary blockout meshes
├── COL_Geo # Final geometry
├── COL_Collision # Proxy meshes
└── COL_Instances # Empties/collections for instancing../references/naming-conventions.md1. Mirror # Symmetry
2. Array # Repetition
3. Solidify # Thickness
4. Boolean # Cuts (prefer live booleans until export)
5. Bevel # Edge detail
6. Weighted Normal # Hard surface shading
7. Subdivision # Only when topology supports it| Operation | Use When |
|---|---|
| Extrude (E) | Adding depth from faces |
| Inset (I) | Panel lines, frames |
| Loop Cut (Ctrl+R) | Adding resolution |
| Knife (K) | Custom cuts |
| Merge by Distance | Cleanup duplicates |
| Recalculate Normals | Fix shading issues |
| Method | Use Case |
|---|---|
| Linked Duplicate (Alt+D) | Identical props with variation potential |
| Collection Instance | Modular kit pieces |
| Geometry Nodes | Procedural scatter (see geometry-nodes) |
| Array Modifier | Linear repetition |
1. Create mesh objects via MCP
2. Apply modifiers via MCP
3. Query polycount after each major edit
4. Organize into collections via MCP
5. Duplicate to backup collection before destructive ops../references/mcp-integration.mdSM_| Topic | Reference | Load When |
|---|---|---|
| Modifier deep dive | | Complex modifier chains |
| Scene organization | | Large scenes |
| Pipeline | | Phase context |
| To Skill | When |
|---|---|
| hard-surface | Mechanical/sci-fi detail pass |
| environment-artist | Modular environment pieces |
| character-artist | Organic human forms |
| uv-workflow | Topology locked, ready for UVs |
| asset-optimization | Pre-export performance pass |