Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/arjun988/blender-skills --skill vehicle-artistAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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 |


