arjun988/blender-skills

prop-artist

Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/arjun988/blender-skills --skill prop-artist

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

Prop Artist

Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.

When to Use

  • Furniture, tools, containers, electronics, household objects
  • Hero interactive props and background set dressing pieces
  • Kitbash libraries (handles, brackets, panels, fasteners)
  • When hard-surface sci-fi language would feel wrong

Design Principles

  1. Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
  2. Silhouette readability — Reads at game camera distance
  3. Wear hierarchy — Contact edges dirty; protected faces cleaner
  4. Part logic — Separate meshes where materials or LODs differ
  5. Pivot correctness — Floor contact, grip, hinge, or socket as needed

Workflow

Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export

Prop Tiers

TierTris (guide)DetailUse
Hero2k–8kFull bevels, unique wearInteractables, close-ups
Standard500–2kClean forms, shared matsMidground
Background100–500Block forms, atlas matsFar / dense dressing

Kitbash Rules

  • Name parts SM_KB_[Category]_[Part]
  • Keep origins at logical attach points
  • Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
  • Collection: COL_Kitbash_[Set]

Material Guidance

  • Limit unique materials; atlas where possible
  • Separate glass / emissive / opaque when needed for engine
  • Wear via roughness/AO, not only albedo dirt

Handoff

  • UVs → uv-workflow
  • Look → materials / lookdev
  • Placement → set-dressing
  • Ship → asset-optimization → export-pipeline or engine export skill

Constraints

MUST DO

  • Set real-world scale before detailing
  • Place pivot intentionally
  • Match prop tier to camera distance

MUST NOT DO

  • Over-greeble everyday objects
  • Use sci-fi panel language on mundane props
  • Skip collision planning for interactables

Reference Guide

TopicReferenceLoad When
Prop Tiersreferences/prop-tiers.mdWhen needed
Kitbash Libraryreferences/kitbash-library.mdWhen needed
Everyday Prop Checklistreferences/everyday-prop-checklist.mdWhen needed

Verwandte Aufgaben

aus demselben Repository

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