roble3/cc-blender-skill

blender-pro-workflow

End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns.

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/roble3/cc-blender-skill --skill blender-pro-workflow

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.

MCP backend

Use when: Multi-phase Blender work spanning modeling + lighting + materials + render. Or when the user is unsure where to start. Often loaded BEFORE other sub-skills as a guide for sequencing.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Blender Pro Workflow

End-to-end guidance for putting a real scene together. This skill answers "in what order, with what fidelity at each step, should I tackle this?" Use it as the planner, then chain-load the specific sub-skills for each step.

Reference-locked override

If a task involves source templates, orthographic references, brand mascots, or fit validation, defer ordering to blender-skill-harmonizer and the reference-locked skills. The generic production order is subordinate to source-of-truth gates.

The 11-step canonical order

1.  Reference + plan          → State the goal; collect refs
2.  Block-out                 → Primitives only at correct scale
3.  Camera + composition lock → Pick focal length; frame the shot
4.  Light pass v1             → Three-point lighting; no color yet
5.  Refine geometry           → Replace primitives with real models
6.  Materials v1              → Flat colors; values before color
7.  Light pass v2             → Add color; tune ratios
8.  Detail pass               → Sculpting, fine textures, polish
9.  Final render              → Production samples + denoising
10. Composite                 → Color grade, glare, vignette
11. Export                    → Target platform format

Why this order: each step gates the next. A great model under bad lighting renders worse than a mediocre model under great lighting. A perfect material tuned in flat lighting will look wrong once real lighting goes in.

Sub-skill chain by request type

User request typeChain (in order)
"Hero shot of a sword"this → blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering
"Render this scene cinematically"this → blender-cameras → blender-lighting → blender-rendering
"Make a 3D logo for the web"this → blender-modeling → blender-materials → blender-lighting → blender-rendering → blender-export
"Animate a turntable"this → blender-modeling → blender-materials → blender-cameras → blender-animation → blender-rendering
"Set up a studio scene"this → blender-cameras → blender-lighting → (then the user adds models)
"Full production pipeline"All of: blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering → blender-export

Time budget (for a hero still)

Stage% of total time
Reference + plan5–10%
Block-out + camera10–15%
Lighting setup10–20%
Modeling refinement30–40%
Materials + textures15–20%
Final render + composite5–10%

Anti-pattern: 90% modeling, 10% lighting. Lighting and materials are what make a model look good. Don't invest in geometry detail until the value structure of the image works.

Recipes

Recipe 1 — Block-out scene scaffold

Use this as the very first step. Establishes scale, composition, camera framing.

python
import bpy, math

# Ground plane
bpy.ops.mesh.primitive_plane_add(size=10)
bpy.context.active_object.name = 'GEO-blockout_floor'

# Hero subject (placeholder cube)
bpy.ops.mesh.primitive_cube_add(size=1.5, location=(0, 0, 0.75))
bpy.context.active_object.name = 'GEO-blockout_hero'

# Background prop
bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(2, 1.5, 1))
bpy.context.active_object.name = 'GEO-blockout_bg'

# Camera with reasonable framing
cam_data = bpy.data.cameras.new('CAM-blockout')
cam = bpy.data.objects.new('CAM-blockout', cam_data)
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = (4, -5, 2)
cam.rotation_euler = (math.radians(70), 0, math.radians(35))
cam_data.lens = 50

print('blockout:scaffold_ready (camera + 3 primitives)')

After this, render at low quality (Recipe 2) to validate composition before any further work.

Recipe 2 — Cheap composition test render

Validate the blockout reads. Don't proceed to modeling/lighting until composition is locked.

python
import bpy

scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE_NEXT'   # fast
scene.eevee.taa_render_samples = 16
scene.render.resolution_x = 960
scene.render.resolution_y = 540
scene.render.resolution_percentage = 50    # super-fast preview
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/tmp/blockout_test.png'

bpy.ops.render.render(write_still=True)
print(f"composition_test:/tmp/blockout_test.png")

Iterate camera position/focal length until the thumbnail reads. THEN move on.

Recipe 3 — Three-point lighting on top of blockout

python
import bpy, math

# KEY warm
key_data = bpy.data.lights.new('LGT-key', type='AREA')
key_data.energy = 1000; key_data.size = 1.0
key_data.color = (1.0, 0.95, 0.85)
key = bpy.data.objects.new('LGT-key', key_data)
bpy.context.collection.objects.link(key)
key.location = (3, -3, 3.5)
key.rotation_euler = (math.radians(35), math.radians(45), 0)

# FILL cool
fill_data = bpy.data.lights.new('LGT-fill', type='AREA')
fill_data.energy = 300; fill_data.size = 2.0
fill_data.color = (0.85, 0.9, 1.0)
fill = bpy.data.objects.new('LGT-fill', fill_data)
bpy.context.collection.objects.link(fill)
fill.location = (-3, -2, 2.5)
fill.rotation_euler = (math.radians(50), math.radians(-45), 0)

# RIM cool
rim_data = bpy.data.lights.new('LGT-rim', type='SPOT')
rim_data.energy = 600; rim_data.color = (0.7, 0.85, 1.0)
rim = bpy.data.objects.new('LGT-rim', rim_data)
bpy.context.collection.objects.link(rim)
rim.location = (0, 4, 3.0)
rim.rotation_euler = (math.radians(120), 0, math.radians(180))

print('lighting:three_point applied to blockout')

Render again with this lighting. The blockout should now read with mood. If not, fix lighting before adding any geometry detail.

Critique protocol — every couple hours

  1. Squint — blur your eyes / view at thumbnail size. Composition still readable?
  2. Greyscale — values working independent of color?
  3. Flip horizontal — catches asymmetry / awkward composition.
  4. Compare to reference — side-by-side at same size.
  5. Walk away — 30 minutes; come back fresh.

Recovery patterns

SymptomFirst checkFix
Render "flat"Lighting varietyAdd rim light; increase fill ratio
"Too dark"Exposure / HDRIView settings → Exposure +0.5; or boost HDRI strength
"Too bright"View transformSwitch from Standard to AgX
Materials look "plasticky"Roughness uniformProcedural variation on roughness
"Videogame-y"Hard shadows + sharp geoSoft shadows (Area lights) + bevel everything
Anatomy wrongReference closedReopen reference; compare landmarks
Render takes hoursSample count / bounces256 + denoise; reduce light path bounces

Pro habits

HabitWhy
Always rename Cube to GEO-meaningful_name immediatelyAvoids Cube.027 hell
Apply rotation+scale before exportingAvoids transform issues in target apps
Use Collections (not parenting) for groupingMore flexible
Save incremental versions (scene_v01.blend, _v02, ...)Mistake recovery
Pack textures into .blend for sharingFile → External Data → Pack All
Delete unused data periodicallyKeeps file small
Comment Python scriptsFuture-you will thank you

What pros do less

  • Tweaking individual vertices when a modifier achieves the same
  • Hunting for "perfect" tutorials instead of practicing fundamentals
  • Adding more lights when fixing one bad light would solve the problem
  • Modeling everything when an HDRI / asset would suffice

What pros do more

  • Looking at reference at every step
  • Saving incremental versions
  • Naming things immediately
  • Critiquing harshly and often
  • Walking away to reset eyes
  • Testing renders at low quality first
  • Reusing asset libraries

When to load references/overview.md

Load when:

  • Estimating how long something will take (specific time benchmarks)
  • Choosing addons (when paid tools justify their price)
  • Planning iteration protocol for client work
  • Solo-vs-team workflow differences

The reference covers: scene assembly order with deeper rationale, time budgets per stage, critique workflow, recovery patterns, when to use addons (MESHmachine, Auto-Rig Pro, RetopoFlow, HDRI Studio).

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills
roble3
커뮤니티

blender-modeling

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "mo

설치 수
2
GitHub Stars
116
업데이트
10월 12일
roble3
커뮤니티

blender-cameras

Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also

설치 수
2
GitHub Stars
109
업데이트
10월 12일
roble3
커뮤니티

blender-lighting

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "mood

설치 수
2
GitHub Stars
109
업데이트
10월 12일
roble3
커뮤니티

atlas-uv-fitting

Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.

설치 수
1
GitHub Stars
109
업데이트
10월 12일