blender-modeler

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Blender 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 specialist
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 specialist

Scene 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 instancing
Naming:
../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.md

Modifier 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 it
Rules:
  • 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

OperationUse When
Extrude (E)Adding depth from faces
Inset (I)Panel lines, frames
Loop Cut (Ctrl+R)Adding resolution
Knife (K)Custom cuts
Merge by DistanceCleanup duplicates
Recalculate NormalsFix 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

MethodUse Case
Linked Duplicate (Alt+D)Identical props with variation potential
Collection InstanceModular kit pieces
Geometry NodesProcedural scatter (see geometry-nodes)
Array ModifierLinear 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 ops
See
../references/mcp-integration.md
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
参见
../references/mcp-integration.md

Constraints

约束

MUST DO

必须执行

  • Non-destructive workflow until export phase
  • Name objects
    SM_
    prefix immediately
  • 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
    SM_
    前缀命名
  • 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

TopicReferenceLoad When
Modifier deep dive
references/modifier-stack.md
Complex modifier chains
Scene organization
references/scene-organization.md
Large scenes
Pipeline
../references/asset-pipeline.md
Phase context
主题参考资料加载时机
修改器深入解析
references/modifier-stack.md
复杂修改器链
场景组织
references/scene-organization.md
大型场景
资产流水线
../references/asset-pipeline.md
阶段上下文

Handoff Points

移交节点

To SkillWhen
hard-surfaceMechanical/sci-fi detail pass
environment-artistModular environment pieces
character-artistOrganic human forms
uv-workflowTopology locked, ready for UVs
asset-optimizationPre-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