arjun988/blender-skills

vehicle-artist

Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill vehicle-artist

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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

  1. Proportion blockout first — Wheelbase, cabin, mass distribution
  2. Centerline symmetry — Mirror early; break only for damage/wear
  3. Panel flow — Seams follow stamped/assembled construction
  4. Functional readability — Lights, intakes, doors, wheels read clearly
  5. 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 → Export

Blockout Checklist

  • [ ] Overall length / width / height locked
  • [ ] Wheel size and stance correct
  • [ ] Cabin / canopy silhouette readable
  • [ ] Ground clearance intentional
  • [ ] Symmetry axis established

Object Split (Game)

ObjectWhy
SM_Vehicle_BodyMain shell
SM_Vehicle_Wheel_*Spin / steer
SM_Vehicle_GlassTransparency / sorting
SM_Vehicle_Light_*Emissive materials
SM_Vehicle_InteriorCull on distant LODs

LOD Guidance

LODFocus
LOD0Full panels, interior if visible
LOD1Simplified panels, remove micro
LOD2Body + wheels + glass only
LOD3Impostor / 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

TopicReferenceLoad When
Proportion Blockoutreferences/proportion-blockout.mdWhen needed
Vehicle Object Splitreferences/vehicle-object-split.mdWhen needed
Vehicle Lod Targetsreferences/vehicle-lod-targets.mdWhen needed

관련 작업

같은 저장소의 Skills

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