How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill prop-artistBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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
- Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
- Silhouette readability — Reads at game camera distance
- Wear hierarchy — Contact edges dirty; protected faces cleaner
- Part logic — Separate meshes where materials or LODs differ
- 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 → ExportProp Tiers
| Tier | Tris (guide) | Detail | Use |
|---|---|---|---|
| Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups |
| Standard | 500–2k | Clean forms, shared mats | Midground |
| Background | 100–500 | Block forms, atlas mats | Far / 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-pipelineor 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
| Topic | Reference | Load When |
|---|---|---|
| Prop Tiers | references/prop-tiers.md | When needed |
| Kitbash Library | references/kitbash-library.md | When needed |
| Everyday Prop Checklist | references/everyday-prop-checklist.md | When needed |


