arjun988/blender-skills

environment-artist

AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition.

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Environment Artist

Modular, scalable environment production for games. Storytelling through space. Performance-conscious.

When to Use

  • Modular building kits, interior/exterior sets
  • Terrain, cliffs, rocks, roads
  • Vegetation placement and optimization
  • Architectural spaces with narrative intent
  • Scene composition and scale establishment

Core Principles

  1. Modularity — Pieces snap to grid; reusable across scenes
  2. Storytelling — Environment communicates history and mood
  3. Scale — Human reference always present
  4. Performance — Instancing, LODs, texture atlases
  5. Composition — Guide player eye with shapes and value

Modular Kit Workflow

Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
    → UV Atlas → Material Variants → Instance Placement
    → Hero Overrides → Optimization → Export

Grid Standards

Kit TypeGrid UnitSnap
Interior walls2m or 4m0.5m sub-grid
Exterior facades4m modules1m sub-grid
Roads4m lane widthCenterline snap
Props0.5mFree placement

Name modules: SM_Env_[Type]_[Role]_[Size] Example: SM_Env_Wall_Corner_2m

Kit Piece Categories

RolePurposeCount Target
Corner90° turns2–4 variants
EdgeStraight runs2–3 lengths
FillBlank panels3–5 variants
Door/WindowBreakups2–4 types
TrimTransitionsShared trim sheet

Terrain & Natural Forms

  • Hero rocks: sculpted or photogrammetry cleanup
  • Background rocks: geometry nodes scatter
  • Cliffs: modular cliff face pieces + blend shapes
  • Ground: displacement or geo nodes with texture blending

Vegetation

TypeApproachPoly Budget
Hero treeHand model + cards5k–15k tris
Mid treeSimplified + impostor LOD2k–5k tris
BushCards + cluster500–2k tris
GrassCards or geo nodes scatter2–50 tris per blade

Use geometry nodes for scatter; see geometry-nodes skill.

Architecture

Interior:

  • Ceiling height: 2.4m–3.5m standard
  • Door: 2.1m × 0.9m
  • Window sill: 0.9m from floor
  • Corridors: minimum 1.5m playable width

Exterior:

  • Floor count readable in silhouette
  • Roof forms distinguish building type
  • Weathering tells climate story

Composition Guidelines

  • Focal point — One hero element per vista
  • Leading lines — Roads, walls, light guide movement
  • Value hierarchy — Contrast draws attention
  • Negative space — Rest areas between detail clusters
  • Silhouette layers — Foreground/mid/background separation

Storytelling Details

DetailNarrative Signal
Peeling paintNeglect, age
BarricadesConflict, danger
Personal itemsFormer inhabitants
Damage patternsEvent history
Lighting stateOccupied vs abandoned

Game Optimization

  • Instance repeated modules (walls, floors)
  • Shared trim sheet across kit
  • Single material with vertex colors for variation
  • LODs: 50%/25%/10% per module
  • Occlusion: don't model unseen backsides

MCP Integration

  1. Create modular pieces with exact dimensions via MCP
  2. Set up collection instances for kit preview
  3. Scatter vegetation via geometry nodes (MCP)
  4. Query total scene polycount
  5. Organize export collections by kit type

Constraints

MUST DO

  • Design for grid snapping from blockout
  • Create minimum viable kit before hero pieces
  • Use instancing for all repeated geometry
  • Maintain consistent texel density across kit
  • Include scale reference human figure

MUST NOT DO

  • Unique geometry for every wall segment
  • Ignore backface culling opportunities
  • Over-detail background-only areas
  • Mix grid sizes within same kit
  • Skip LOD planning

Reference Guide

TopicReferenceLoad When
Modular kit designreferences/modular-kits.mdKit creation
Compositionreferences/composition.mdScene layout
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleApproach
horror-styleClaustrophobic corridors; sparse lighting
lowpoly-styleLarge flat shapes; minimal modules
stylized-styleExaggerated proportions; bold colors
realistic-styleHigh detail hero; scanned textures
del mismo repositorio

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