arjun988/blender-skills

hard-surface

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props.

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Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

  1. Primary forms first — Silhouette reads at distance
  2. Manufacturing logic — Panel breaks follow construction seams
  3. Surface hierarchy — Primary > Secondary > Tertiary > Micro (greebles)
  4. Functional readability — Every form suggests purpose
  5. Edge consistency — Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep

Boolean rules:

  • Cutter objects named SM_Cutter_[Feature]
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

Detail TierBevel WidthSegments
Primary edges0.005–0.02m2–3
Panel lines0.001–0.003m1–2
Micro detail0.0005–0.001m1
  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Techniques (prefer non-destructive):

  1. Inset faces + slight extrude inward
  2. Knife cuts on flat panels
  3. Boolean with thin cutter boxes
  4. Normal map detail for distant panels

Place panel lines at:

  • Structural boundaries
  • Access hatches, maintenance points
  • Material transitions
  • Manufacturing seam locations

Greebles

  • Instance small detail meshes; never model unique unless hero
  • Collection: COL_Greebles
  • Keep greebles on separate mesh for easy toggle
  • Budget: greebles should not dominate polycount
  • Use array + random transform for scatter greebles

Hard Edge Management

Sharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled

Manufacturing Reference

Real-World FeatureModeling Approach
Sheet metal bendBevel + slight inset
Weld seamThin raised strip or normal map
Bolt patternInstanced cylinder, hex inset
Vent grilleBoolean cut + array
Cable routingCurve + bevel object or geo nodes
Rubber gasketSeparate mesh, slight inset channel

Vehicle / Spaceship Specifics

Prefer vehicle-artist for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.
  • Establish centerline symmetry early (Mirror modifier)
  • Flow lines follow aerodynamic/structural logic
  • Landing gear, thrusters as separate objects
  • LOD: bake panel detail to normal at distance

Weapon Specifics

  • Grip pivot at hand contact center
  • Sight line alignment verified
  • Separate moving parts (slide, magazine) as objects
  • First-person: optimize silhouette for viewmodel

MCP Integration

Execute via MCP:

  1. Create blockout primitives
  2. Apply mirror/array modifiers
  3. Execute boolean operations
  4. Apply bevel and weighted normal
  5. Instance greeble collections
  6. Query polycount per phase

Constraints

MUST DO

  • Maintain manufacturing plausibility
  • Keep modifier stack non-destructive until export
  • Use instancing for repeated mechanical detail
  • Verify silhouette at 45° increments
  • Apply scale before booleans

MUST NOT DO

  • Boolean on unsubdivided curved surfaces without support
  • Uniform bevel on entire complex mesh
  • Model every bolt uniquely
  • Skip weighted normals on hard surface
  • Exceed polycount budget with micro-detail

Reference Guide

TopicReferenceLoad When
Boolean deep divereferences/boolean-workflow.mdComplex cuts
Greeble libraryreferences/greeble-patterns.mdDetail pass
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleAdjustment
realistic-styleFull bevel + PBR materials
lowpoly-styleSkip micro-bevels; large flat panels
horror-styleIndustrial wear; asymmetric damage
stylized-styleExaggerated panel breaks; bold bevels
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