arjun988/blender-skills

materials

Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders.

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Materials

Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.

When to Use

  • Look development after UVs
  • Procedural material creation
  • Master material library setup
  • Material variation from shared masters
  • Engine export material preparation

Workflow

Master Materials → Instance Variations → Object Assignment
    → Vertex Color/Mask Setup → Validation → Export Prep

Master Material Library

Create reusable masters in MAT_ prefix:

MasterBase Setup
MATMetalBasePrincipled: Metallic 1, adjustable Roughness
MATPlasticBasePrincipled: Metallic 0, Specular 0.5
MATFabricBasePrincipled + Sheen
MATGlassBasePrincipled: Transmission 1, IOR 1.45
MATEmissiveBasePrincipled: Emission strength variable
MATOrganicBaseSubsurface scattering enabled

Instance variations: duplicate master, adjust parameters only.

PBR Value Ranges

MaterialMetallicRoughnessNotes
Polished metal1.00.1–0.3
Brushed metal1.00.4–0.6Anisotropic if available
Painted metal0.00.3–0.5Base color = paint
Plastic0.00.3–0.6
Rubber0.00.7–0.9
Concrete0.00.8–0.95
Wood (raw)0.00.5–0.7
Glass0.00.0Transmission 1
Skin0.00.4–0.6Subsurface 0.1–0.3
Fabric0.00.7–0.9Sheen

Procedural Material Patterns

Wear mask: Noise → ColorRamp → Lerp between clean/worn Edge wear: Bevel node → Pointiness or Ambient Occlusion Dirt accumulation: AO inverted → multiply with dirt color Rust: Noise mask on metal → orange/brown color override

Material Count Budget

Asset TypeMax Materials
Hero prop3–5
Standard prop1–2
Modular piece1 (atlas)
Character3–8 (body, cloth, eyes, hair)
Environment module1–2

Vertex Color Usage

  • RGB: variation masks (wear, moss, color variation)
  • R: wear amount, G: dirt, B: wetness
  • Document channel usage in material notes

Stylized Materials

See stylized-style skill. Key differences:

  • Flatten roughness range
  • Hand-painted base color priority
  • Rim light via Fresnel mix
  • NPR toon shaders if project requires

MCP Integration

  1. Create material slots via MCP
  2. Assign materials to objects via MCP
  3. Set principled BSDF parameters via MCP
  4. Query material count per scene
  5. Verify material names follow convention

Constraints

MUST DO

  • Reuse master materials; instance variations
  • Name materials MAT_[Surface]_[Descriptor]
  • Match PBR values to style skill direction
  • Limit material count per asset budget
  • Test materials in target lighting setup

MUST NOT DO

  • Unique material per object (unless hero)
  • PBR values outside physically plausible range (realistic style)
  • Skip vertex color masks for variation
  • Leave default material names
  • Finalize materials before UVs complete

Reference Guide

TopicReferenceLoad When
Surface recipesreferences/surface-recipes.mdSpecific materials
Procedural nodesreferences/procedural-patterns.mdWear, dirt, variation
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