Skills for Real Engineers. Straight from my .agents directory.
blender-hardsurface-modeling
Agent skill fromEL4CTEO/blender-skills
Hard-surface and prop modeling in Blender 5.2 - blockout-to-detail flow, non-destructive modifier stacks (Mirror, Boolean Exact/Manifold, Bevel, Weighted Normal, Smooth by Angle), mid-poly vs subdivision vs high-to-low workflows, shading/custom normals, cylinder segment budgets, edge attributes from Python. Use for weapons, vehicles, props, architecture, mechanical parts.
How to install blender-hardsurface-modeling
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-hardsurface-modeling/
# into
~/.claude/skills/blender-hardsurface-modeling/ (all projects)
.claude/skills/blender-hardsurface-modeling/ (one project)
1# Hard-Surface Modeling23The execution model is in `blender-core`. Run `blender-asset-qa` after every modeling pass.45## Pick the workflow first6| Workflow | When | Output |7|---|---|---|8| **Mid-poly** (bevel + weighted normals, no bake) | modern games, props seen up close, fast iteration | game mesh directly; tiling materials/trim sheets |9| **High → low** (high via booleans+bevel or subd, low baked) | hero assets, unique textures, tight tri budgets | `_high` + `_low` → `blender-texture-baking` |10| **Subdivision** (support loops/creases + Subsurf) | renders, product viz, film | smooth surfaces, edges held by loops/creases |1112## Procedure131. **Blockout** at real scale (`ob.dimensions`) from primitives. Settle the silhouette and proportions before any detail. Check against references.142. **Apply scale** (`transform_apply(scale=True)`) before bevels, booleans or solidify, because modifier distances use object space.153. **Primary → secondary → tertiary** forms. Booleans for cuts and panels, then bevels. Small tertiary details go in normal maps/decals, or into the high-poly as "floaters" for baking.164. **UV the base mesh now** (mid-poly). Bevel/Boolean modifiers propagate UVs, but after bevels no edge is sharp enough to auto-seam. Then **build the stack** with `scripts/apply_stack.py -- --objects Body --preset midpoly --cutters Cut1 Cut2`. Order: Mirror → Booleans → Bevel → Weighted Normal → (Triangulate at export).17…
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