blender-modeler
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ChineseBlender Modeler
Blender 建模师
Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.
用于所有 Blender 几何体工作的基础建模 skill。默认采用非破坏性工作流,并优先通过 MCP 执行。
When to Use
适用场景
- Blockouts and primary/secondary shape passes
- General mesh editing not covered by discipline specialists
- Scene organization, collections, instances
- Modifier stack management
- Cleanup: merge, normals, loose geometry
- Precision modeling with snapping and numeric input
- 粗模(blockout)以及主要/次要形状塑造
- 常规网格编辑(不涉及其他专业方向 skill 的内容)
- 场景组织、集合和实例
- 修改器堆栈管理
- 清理:合并、法线和孤立几何体
- 使用吸附和数值输入进行精确建模
Core Workflow
核心工作流
1. 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 specialist1. 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 specialistScene Organization
场景组织
Establish via MCP immediately:
COL_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 instancingNaming:
../references/naming-conventions.md立即通过 MCP 建立以下结构:
COL_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命名规范:
../references/naming-conventions.mdModifier Stack Philosophy
修改器堆栈原则
Preferred order (bottom to top):
1. 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 itRules:
- Keep booleans live until export prep
- Apply mirror only when topology is finalized
- Never stack multiple subsurf without supporting loops
- Document modifier purpose in object custom properties if complex
推荐顺序(从下到上):
1. 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规则:
- 在导出准备完成前保持 Boolean 修改器为实时状态
- 仅在拓扑最终确定后应用 Mirror
- 没有支撑边环时,绝不堆叠多个 Subdivision Surface
- 修改器链复杂时,在对象自定义属性中记录各修改器的用途
Edit Mode Essentials
Edit Mode 基础
| 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 |
Via MCP: execute equivalent operations; don't narrate UI.
| 操作 | 适用场景 |
|---|---|
| Extrude (E) | 从面挤出深度 |
| Inset (I) | 制作面板线、框架 |
| Loop Cut (Ctrl+R) | 增加分辨率 |
| Knife (K) | 自定义切割 |
| Merge by Distance | 清理重复项 |
| Recalculate Normals | 修复着色问题 |
通过 MCP:执行等效操作;不要逐步讲解 UI 操作。
Precision Modeling
精确建模
- Enable snapping to grid/vertex/edge as appropriate
- Use numeric input for exact dimensions
- Set cursor to world origin for modular alignment
- Apply scale before boolean operations
- Use orthographic views for architectural accuracy
- 根据需要启用网格、顶点或边吸附
- 使用数值输入设置精确尺寸
- 将 3D 游标设到世界原点,以便模块化对齐
- 在 Boolean 操作前应用 Scale
- 使用正交视图确保建筑模型的准确性
Instancing Strategy
实例化策略
| 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 |
Prefer instances over duplicate geometry for repeated elements.
| 方法 | 适用场景 |
|---|---|
| Linked Duplicate (Alt+D) | 可进行后续变化的相同道具 |
| Collection Instance | 模块化组件包 |
| Geometry Nodes | 程序化散布(参见 geometry-nodes) |
| Array Modifier | 线性重复 |
对于重复元素,优先使用实例,而不是复制几何体。
Custom Normals
自定义法线
- Enable Auto Smooth with appropriate angle (30°–60° hard surface)
- Weighted Normal modifier for hard surface without extra geo
- Mark sharp edges explicitly for bevel control
- Clear custom split normals before retopology handoff
- 启用 Auto Smooth,并设置适当角度(硬表面场景通常为 30°–60°)
- 使用 Weighted Normal 修改器为硬表面着色,无需增加额外几何体
- 明确标记锐边,以便控制 Bevel
- 在移交重拓扑前清除自定义分裂法线
Cleanup Checklist
清理检查清单
- Merge by distance (threshold: 0.0001m default)
- Remove loose geometry
- Delete interior faces
- Recalculate outside normals
- Apply scale if modifiers depend on it
- Verify manifold (no holes unless intentional)
- Check triangle count vs budget
- Merge by Distance(默认阈值:0.0001m)
- 移除孤立几何体
- 删除内部面
- 重新计算外侧法线
- 如果修改器依赖缩放,则应用 Scale
- 验证流形结构(除非有意为之,否则不得有孔洞)
- 对照预算检查三角面数量
MCP Integration
MCP 集成
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 opsSee
../references/mcp-integration.md1. 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参见
../references/mcp-integration.mdConstraints
约束
MUST DO
必须执行
- Non-destructive workflow until export phase
- Name objects prefix immediately
SM_ - Keep blockout separate from final geo
- Apply transforms before boolean/export
- Validate topology before handoff
- 在导出阶段前保持非破坏性工作流
- 立即为对象使用 前缀命名
SM_ - 将粗模与最终几何体分开保存
- 在 Boolean 操作或导出前应用变换
- 移交前验证拓扑结构
MUST NOT DO
禁止执行
- Delete blockout before silhouette approved
- Apply all modifiers prematurely
- Leave default names (Cube.001)
- Model without scale reference
- Skip cleanup pass
- 在轮廓获批前删除粗模
- 过早应用所有修改器
- 保留默认名称(如 )
Cube.001 - 在没有比例参考的情况下建模
- 跳过清理环节
Reference Guide
参考指南
| Topic | Reference | Load When |
|---|---|---|
| Modifier deep dive | | Complex modifier chains |
| Scene organization | | Large scenes |
| Pipeline | | Phase context |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| 修改器深入解析 | | 复杂修改器链 |
| 场景组织 | | 大型场景 |
| 资产流水线 | | 阶段上下文 |
Handoff Points
移交节点
| 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 |
| 目标 skill | 时机 |
|---|---|
| hard-surface | 机械/科幻细节制作阶段 |
| environment-artist | 模块化环境资产制作 |
| character-artist | 有机人形创作 |
| uv-workflow | 拓扑已锁定,可进入 UV 阶段 |
| asset-optimization | 导出前性能优化阶段 |