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 vehicle-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.
Vehicle Artist
Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.
When to Use
- Cars, trucks, bikes, aircraft, boats, ships
- Mechs and large mechanical walkers
- Transit / industrial vehicles
- When vehicle work should not live under generic hard-surface
Design Principles
- Proportion blockout first — Wheelbase, cabin, mass distribution
- Centerline symmetry — Mirror early; break only for damage/wear
- Panel flow — Seams follow stamped/assembled construction
- Functional readability — Lights, intakes, doors, wheels read clearly
- Separate systems — Body, wheels, glass, interior, lights as objects
Workflow
Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
→ Panel breaks → Booleans/cutters → Bevels → Glass/lights
→ Interior (LOD-aware) → UVs → Materials → LODs → Collision → ExportBlockout Checklist
- [ ] Overall length / width / height locked
- [ ] Wheel size and stance correct
- [ ] Cabin / canopy silhouette readable
- [ ] Ground clearance intentional
- [ ] Symmetry axis established
Object Split (Game)
| Object | Why |
|---|---|
SM_Vehicle_Body | Main shell |
SM_Vehicle_Wheel_* | Spin / steer |
SM_Vehicle_Glass | Transparency / sorting |
SM_Vehicle_Light_* | Emissive materials |
SM_Vehicle_Interior | Cull on distant LODs |
LOD Guidance
| LOD | Focus |
|---|---|
| LOD0 | Full panels, interior if visible |
| LOD1 | Simplified panels, remove micro |
| LOD2 | Body + wheels + glass only |
| LOD3 | Impostor / ultra-low hull |
Use lod-pipeline for generation and validation.
Collision
- Simple convex hulls per major volume
- Wheel capsules/cylinders separate if physics-driven
- See
collision-proxy
Constraints
MUST DO
- Lock proportions before panel detail
- Keep wheels as separate objects when animated
- Plan LODs and collision with body
MUST NOT DO
- Detail interior before exterior silhouette
- Boolean chaos without cutter collection
- Single merged mesh for all systems on game vehicles
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Proportion Blockout | references/proportion-blockout.md | When needed |
| Vehicle Object Split | references/vehicle-object-split.md | When needed |
| Vehicle Lod Targets | references/vehicle-lod-targets.md | When needed |


