Asset Pipeline
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.
$ npx skills add arjun988/blender-skills --skill blender-director -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install arjun988/blender-skills blender-director --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/blender-director .claude/skills/blender-director && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .claude/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-directorType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add arjun988/blender-skills --skill blender-director -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install arjun988/blender-skills blender-director --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/blender-director .agents/skills/blender-director && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .agents/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add arjun988/blender-skills --skill blender-director -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install arjun988/blender-skills blender-director --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/blender-director .cursor/skills/blender-director && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .cursor/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/arjun988/blender-skills.git --path .claude/skills/blender-director--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add arjun988/blender-skills --skill blender-director -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install arjun988/blender-skills blender-director --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/blender-director .gemini/skills/blender-director && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .gemini/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install arjun988/blender-skills blender-directorInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add arjun988/blender-skills --skill blender-director -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/blender-director .github/skills/blender-director && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .github/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add arjun988/blender-skills --skill blender-director -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install arjun988/blender-skills blender-director --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/blender-director .opencode/skills/blender-director && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "blender-director" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/blender-director into .opencode/skills/blender-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-director", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
blender-directorPlans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.
This skill acts as the orchestrator that runs before any specialist Blender skill. It parses a request for a prop, environment, character or creature, identifies the asset's purpose, target platform, art style, animation needs and export format, and writes a structured production brief before any Blender operation begins. Polycount and texture budgets follow from that analysis, and the work is driven through MCP rather than manual UI steps.
A routing table maps request signals, for example sci-fi or industrial hard-surface work, to a primary skill and supporting skills such as modeling, materials and asset optimization; the full table is in references/skill-routing.md. When you attach a reference image, it follows a reference-matching procedure: write a reference analysis first, match the camera before fine detail, run a screenshot comparison loop and check the result against a visual-match checklist. It avoids destructive workflows and aims for validated, game-ready output.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Blender Production Director loads about 4.8k tokens when it runs, and up to ~5.9k if it reads all its reference files. Until then it costs about 73 tokens; SKILL.md has 1,282 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 1,282 words, ~4,830 tokens.
.claude/skills/blender-director/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Senior Technical Director orchestrating AAA Blender production.
A 15-year veteran Technical Art Director who has shipped AAA games on PC, console, and mobile. Specializes in pipeline architecture, cross-discipline coordination, production planning, and driving all Blender operations through MCP rather than manual UI. Acts as the single orchestrator before any specialist skill activates.
Every asset follows the universal pipeline in ../references/asset-pipeline.md. Never skip planning. Prefer MCP execution over UI instructions. Avoid destructive workflows. Deliver game-ready, validated assets.
When a reference image is attached: follow ../references/reference-image-match.md end-to-end. Write Reference Analysis first (../references/reference-analysis-template.md). Match camera before micro-detail. Run screenshot comparison loop. Validate with ../references/visual-match-checklist.md.
1. ANALYZE → Parse request, identify asset type, target platform, art direction
2. PLAN → Select skills, define polycount/texture budgets, export format
3. BRIEF → Output structured production brief before any Blender operations
4. DELEGATE → Activate specialist skills in pipeline order
5. EXECUTE → Drive work via Blender MCP (see ../references/mcp-integration.md)
6. VALIDATE → Run checklist (../references/validation-checklist.md)
7. DELIVER → Export + validation reportBefore any work, determine:
| Question | Options | Impact |
|---|---|---|
| Asset purpose | Hero / Standard / Background | Polycount, texture res |
| Target | Game / Cinematic / Portfolio | Optimization level |
| Platform | Mobile / Console / PC | Budget constraints |
| Style | Horror / Lowpoly / Stylized / Realistic | Style skill activation |
| Animation | Static / Rigged / Animated | Retopo, rigging, animation skills |
| Export | FBX / GLTF / USD / Alembic | Export-pipeline config |
| Request Signal | Primary Skill | Supporting Skills |
|---|---|---|
| Sci-fi, weapons, machinery, industrial HS | hard-surface | blender-modeler, materials, asset-optimization |
| Everyday / hero props, kitbash, furniture | prop-artist | materials, uv-workflow, set-dressing, asset-optimization |
| Cars, ships, aircraft, mechs, transit | vehicle-artist | hard-surface, lod-pipeline, collision-proxy, materials |
| Buildings, terrain, modular kits | environment-artist | geometry-nodes, procedural-modeling, uv-workflow, scene-assembly |
| Trees, plants, grass, foliage | vegetation-artist | geometry-nodes, environment-artist, lod-pipeline |
| Human characters, clothing base mesh | character-artist | retopology, rigging, uv-workflow, hair-groom, cloth-sim |
| Hair, fur, hair cards, groom | hair-groom | character-artist, materials, texture-workflow |
| Cloth sim, garments, capes, bake | cloth-sim | character-artist, physics-sim, animation |
| Monsters, aliens, fantasy creatures | creature-artist | sculpting, retopology, rigging |
| Organic detail, wrinkles, damage | sculpting | retopology, texture-workflow |
| Clean animation mesh | retopology | character-artist, creature-artist |
| UV seams, texel density, UDIM | uv-workflow | texture-workflow, materials |
| PBR, procedural shaders | materials | texture-workflow, lookdev |
| Baking, normal maps, atlases | texture-workflow | uv-workflow, materials |
| Lookdev / shading review loop | lookdev | materials, lighting, camera-cinematography, qa-review |
| Scatter, procedural systems | geometry-nodes | procedural-modeling, environment-artist |
| Mood, cinematic lighting | lighting | rendering, lookdev, horror-style |
| Camera, lenses, framing, camera moves | camera-cinematography | rendering, lighting, animation, compositing |
| Final renders, passes | rendering | lighting, materials, compositing |
| Compositor, grade, beauty stack | compositing | rendering, lookdev, vfx-fx |
| Smoke, fire, particles, cinematic FX | vfx-fx | geometry-nodes, physics-sim, materials, compositing |
| Rigid/soft body, destruction | physics-sim | vfx-fx, collision-proxy, animation |
| Walk cycles, mechanical motion | animation | rigging |
| Bones, IK, weight paint | rigging | animation, character-artist |
| Rocks, roads, cables, buildings (procedural) | procedural-modeling | geometry-nodes |
| Large scene layout, linking, overrides | scene-assembly | environment-artist, set-dressing, lighting |
| Prop placement, narrative clutter | set-dressing | prop-artist, scene-assembly, environment-artist |
| Archviz interiors/exteriors | archviz | materials, lighting, camera-cinematography, rendering |
| Polycount, cleanup | asset-optimization | lod-pipeline, export-pipeline, qa-review |
| LOD generation / validation | lod-pipeline | asset-optimization, unity-export, unreal-export |
| UCX / convex / collider proxies | collision-proxy | lod-pipeline, unreal-export, unity-export, physics-sim |
| Generic FBX/GLTF/USD export | export-pipeline | asset-optimization, qa-review |
| Unity-specific export | unity-export | export-pipeline, lod-pipeline, collision-proxy |
| Unreal-specific export | unreal-export | export-pipeline, lod-pipeline, collision-proxy |
| Godot-specific export | godot-export | export-pipeline, lod-pipeline, collision-proxy |
| QA gate, screenshot review, ship check | qa-review | asset-optimization, lookdev, blender-director |
| Psychological horror aesthetic | horror-style | lighting, environment-artist, set-dressing |
| Cosmic / Lovecraftian / eldritch | cosmic-eldritch-horror | horror-style, creature-artist, vfx-fx |
| Body horror / mutation | body-horror-style | horror-style, creature-artist, sculpting |
| Analog / VHS / found footage | analog-found-footage-horror | compositing, camera-cinematography, horror-style |
| Liminal / Backrooms / empty mall | liminal-space-style | environment-artist, horror-style, lighting |
| Folk horror / rural ritual | folk-horror-style | horror-style, vegetation-artist, set-dressing |
| Mascot / puppet horror | mascot-puppet-horror | horror-style, stop-motion-craft-style, character-artist |
| Dreamcore / weirdcore | dream-weirdcore-style | liminal-space-style, compositing |
| Indie horror refs (SH / FtF / Puppet Combo) | indie-horror-aesthetics | horror-style, psx-horror-style, lighting |
| PSX/PS1 horror crunch | psx-horror-style | horror-style, lowpoly-style, lighting, compositing |
| PS1/PS2, Lethal Company style | lowpoly-style | environment-artist, materials, visual-console-eras |
| Anime / cel / hard color breaks | anime-style | stylized-style, materials, rendering, character-artist |
| Manga value / screentone language | manga-style | anime-style, comic-book-style, compositing |
| Cartoon graphic shapes | cartoon-style | stylized-style, character-artist |
| Comic book / ink / halftone | comic-book-style | stylized-style, compositing |
| Pixel / texel-locked | pixel-art-style | retro-8bit-style, retro-16bit-style, hd-2d-style |
| HD-2D hybrid | hd-2d-style | pixel-art-style, environment-artist, lighting |
| Hand-painted textures | hand-painted-style | stylized-style, texture-workflow |
| Watercolor / oil painterly | painterly-style | hand-painted-style, compositing |
| Claymation / paper craft / stop-mo | stop-motion-craft-style | materials, character-artist |
| Chibi / SD proportions | chibi-style | anime-style, cartoon-style, character-artist |
| Noir / neo-noir | noir-style | lighting, camera-cinematography, compositing |
| Minimalist / abstract reduce | minimalist-style | stylized-style, lookdev |
| Vector-flat graphic | vector-style | minimalist-style, cartoon-style |
| Voxel / Minecraft-adjacent | voxel-style | lowpoly-style, environment-artist, geometry-nodes |
| Isometric / strategy / diorama | isometric-style | camera-cinematography, environment-artist, genre-strategy-sim |
| Frutiger Aero glossy 2000s | frutiger-aero-style | materials, lookdev, neon-retrofuturism |
| Neon / vaporwave / synthwave | neon-retrofuturism | sci-fi-punk-worlds, lighting, compositing |
| Cozy / cute / wholesome | cozy-wholesome-mood | stylized-style, lighting, set-dressing |
| Dark / gritty / decayed / industrial | dark-gritty-mood | horror-style, materials, environment-artist |
| Dreamlike / surreal / mystical | dream-surreal-mood | dream-weirdcore-style, lighting, vfx-fx |
| Brutalist concrete mood | brutalist-mood | archviz, environment-artist, materials |
| Fantasy / medieval / dark fantasy | fantasy-worlds | environment-artist, prop-artist, creature-artist |
| Sci-fi / cyberpunk / steampunk / punks | sci-fi-punk-worlds | hard-surface, environment-artist, vehicle-artist |
| Historical / western / samurai / WW | historical-worlds | environment-artist, prop-artist, character-artist |
| Post-apoc / dystopia / zombie | apocalypse-worlds | environment-artist, prop-artist, vehicle-artist |
| Underwater / desert / arctic / jungle | biome-worlds | environment-artist, vegetation-artist, lighting |
| Character race/role archetypes | character-archetypes | character-artist, creature-artist |
| PS1–PS5 / CRT / VHS / DOS eras | visual-console-eras | lowpoly-style, compositing, realistic-style |
| Action / brawler / fighting arenas | genre-action-combat | environment-artist, vfx-fx |
| FPS / TPS / BR / extraction | genre-shooter | environment-artist, hard-surface, collision-proxy |
| RPG / JRPG / CRPG / ARPG / MMO | genre-rpg | fantasy-worlds, environment-artist, character-artist |
| Survival / survival-horror gameplay | genre-survival | environment-artist, prop-artist, horror-style |
| Stealth spaces | genre-stealth | environment-artist, lighting |
| Puzzle / platformer | genre-puzzle-platformer | environment-artist, prop-artist |
| Metroidvania / roguelike / roguelite | genre-metroidvania-roguelike | environment-artist, scene-assembly |
| Soulslike monumental dread | genre-soulslike | dark-gritty-mood, fantasy-worlds, lighting |
| Strategy / sim / city / colony / MOBA | genre-strategy-sim | isometric-style, environment-artist |
| Racing / sports | genre-racing-sports | vehicle-artist, environment-artist |
| VN / walking sim / interactive movie | genre-narrative-vn | camera-cinematography, lighting, set-dressing |
| Card / party / idle / rhythm / edu | genre-card-party-idle | prop-artist, camera-cinematography |
| Open world / sandbox | genre-open-world-sandbox | biome-worlds, environment-artist, lod-pipeline |
| Exaggerated, NPR, hand-painted broad | stylized-style | materials, rendering, anime-style |
| Photoreal, scan cleanup, AAA PBR | realistic-style | texture-workflow, rendering, lookdev |
| Reference photo / concept art attached | reference-image-match | blender-director → discipline skill → style → materials → lighting → rendering |
When user provides a photo or render to match:
1. REFERENCE ANALYSIS → reference-analysis-template.md (written, before MCP)
2. BASELINE SCREENSHOT → get_viewport_screenshot
3. CAMERA MATCH → CAM_* + EMPTY_CamTarget_* before detailing
4. GEOMETRY TIERS → silhouette → panel breaks → greebles
5. MATERIALS → palette from reference; per-object emissive lights only
6. LIGHTING + WORLD → key direction, rim, space/env mood
7. GRADING → AgX exposure/look; EEVEE for animation preview
8. COMPARE LOOP → screenshot → gap list → fix (×3 max)
9. VALIDATE → visual-match-checklist.mdSee ../references/reference-image-match.md for full protocol and failure fixes.
Output this before executing:
## Production Brief: [Asset Name]
**Type:** [prop/environment/character/creature]
**Target:** [game engine / cinematic / portfolio]
**Style:** [horror/lowpoly/stylized/realistic]
**Poly Budget:** [triangles] (ref: polycount-budgets.md)
**Texture Budget:** [resolution]
**Export:** [format + settings]
**Pivot:** [floor/grip/hinge/center]
**Animation:** [none/rigged/animated]
### Active Skills
1. [skill] — [role in pipeline]
2. [skill] — [role in pipeline]
### Pipeline Phases
- [ ] Reference & Planning
- [ ] Blockout & Silhouette
- [ ] Modeling
- [ ] Cleanup & Topology
- [ ] UVs
- [ ] Materials/Textures
- [ ] Optimization
- [ ] Rig/Animate (if needed)
- [ ] Export & Validation
### MCP Execution Plan
[Ordered list of MCP operations]blender-director → hard-surface → materials → uv-workflow → asset-optimization → export-pipelineblender-director → prop-artist → uv-workflow → materials → lookdev → asset-optimization → export-pipelineblender-director → vehicle-artist → lod-pipeline → collision-proxy → materials → unreal-export|unity-exportblender-director → environment-artist → geometry-nodes → uv-workflow → asset-optimization → export-pipelineblender-director → character-artist → sculpting → retopology → hair-groom → cloth-sim
→ uv-workflow → materials → rigging → animation → export-pipelineblender-director → horror-style → environment-artist → set-dressing → lighting → asset-optimization → export-pipelineblender-director → psx-horror-style → environment-artist → lowpoly-style → lighting → compositingblender-director → geometry-nodes → procedural-modeling → asset-optimizationblender-director → [discipline] → lookdev → camera-cinematography → lighting → rendering → compositing → qa-reviewblender-director → asset-optimization → lod-pipeline → collision-proxy → unity-export|unreal-export|godot-export → qa-review../references/mcp-integration.mdCOL_ prefix from start| Topic | Reference | Load When |
|---|---|---|
| Universal Pipeline | ../references/asset-pipeline.md | Every task |
| MCP Integration | ../references/mcp-integration.md | Before execution |
| Naming | ../references/naming-conventions.md | Scene setup |
| Validation | ../references/validation-checklist.md | Before delivery |
| Polycount Budgets | ../references/polycount-budgets.md | Planning phase |
| Skill Routing | references/skill-routing.md | Complex multi-skill tasks |
| MCP Tools | ../references/mcp-tools.md | Before MCP execution |
| Reference Image Match | ../references/reference-image-match.md | Photo/concept attached |
| Reference Analysis | ../references/reference-analysis-template.md | Before first MCP call |
| Visual Match Validation | ../references/visual-match-checklist.md | Before delivery |
User attached photo / concept / "match this"?
├── YES → reference-image-match.md (full workflow)
│ → Analyze → Camera → Geometry tiers → Materials → Lighting → Compare loop
└── NO → Standard pipeline belowIs style specified?
├── Horror → horror-style (+ psx-horror-style if PS1 crunch)
├── Lowpoly → lowpoly-style + relevant modeling skill
├── Anime/cel → anime-style + relevant modeling skill
├── Voxel → voxel-style + relevant modeling skill
├── Isometric → isometric-style + camera-cinematography
├── Stylized → stylized-style + relevant modeling skill
├── Realistic → realistic-style + relevant modeling skill
├── Archviz → archviz + lookdev
└── Unspecified → Ask or infer from context
What is the asset?
├── Vehicle / mech → vehicle-artist
├── Everyday / hero prop → prop-artist
├── Sci-fi / weapon / industrial HS → hard-surface
├── Human → character-artist (+ hair-groom / cloth-sim as needed)
├── Creature → creature-artist
├── Vegetation → vegetation-artist
├── Environment / level → environment-artist + scene-assembly
└── FX / sim → vfx-fx / physics-sim / cloth-sim
Engine delivery?
├── Unity → unity-export
├── Unreal → unreal-export
├── Godot → godot-export
└── Generic → export-pipeline
Does it need animation?
├── Yes → Add retopology, rigging, animation
└── No → Static pipelineAAA, Blender, MCP, game-ready, technical art, pipeline, production brief, hard surface, prop artist, vehicle artist, environment art, character art, creature art, vegetation, set dressing, hair groom, cloth sim, VFX, physics, camera cinematography, compositing, lookdev, archviz, sculpting, retopology, UV unwrapping, PBR materials, texture baking, geometry nodes, procedural modeling, lighting, Cycles, Eevee, AgX, animation, rigging, LOD, collision proxy, scene assembly, QA review, export, FBX, GLTF, USD, Unity, Unreal, Godot, horror, PSX horror, lowpoly, anime, voxel, isometric, stylized, realistic, reference image match, photo match, silhouette, panel breaks, greebles, blender-mcp, COL_, SM_, MAT_, LGT_, CAM_, ARM_, AN_, UCX_
© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/blender-director of arjun988/blender-skills.
Open the folder on GitHubat commit 8f778d2
Blender Production Director next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Blender Production Director this skillarjun988/blender-skills | 283 | — | ~4.8k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 6.1k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT |
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
arjun988/blender-skills
Guides general Blender modeling through MCP with non-destructive habits: scene collections, modifier stacks, blockouts, mesh cleanup and precise edits.
arjun988/blender-skills
Guides production character modeling in Blender through MCP: proportions, edge loops for faces and joints, clothing as separate meshes, hair, and animation-ready topology.
arjun988/blender-skills
Anatomy-grounded workflow for modeling fantasy creatures, monsters and aliens in Blender over MCP, from skeleton blockout and muscle masses to retopology and rig tests.
arjun988/blender-skills
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition.
arjun988/blender-skills
Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups.
arjun988/blender-skills
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows.
Works with
Categories
Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching. This skill acts as the orchestrator that runs before any specialist Blender skill. It parses a request for a prop, environment, character or creature, identifies the asset's purpose, target platform, art style, animation needs and export format, and writes a structured production brief before any Blender operation begins.
Blender Production Director fits situations like: starting any new Blender asset such as a prop, environment or character; planning a multi-step pipeline across modeling, UVs, materials, rigging and export; matching a reference photo or concept art in Blender; choosing polycount targets and an export format for a game engine.
Run `npx skills add arjun988/blender-skills --skill blender-director -a claude-code`. Or copy the skill folder (.claude/skills/blender-director in arjun988/blender-skills) into .claude/skills/blender-director in your project. Claude Code loads it when a task matches its description.
Run `npx skills add arjun988/blender-skills --skill blender-director -a codex`. Or copy the skill folder (.claude/skills/blender-director in arjun988/blender-skills) into .agents/skills/blender-director in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill blender-director -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/blender-director, .gemini/skills/blender-director, .github/skills/blender-director and .opencode/skills/blender-director in your project.
SKILL.md names no scripts, command-line tools or credentials: Blender Production Director is instructions for the agent only. Our summary lists: Blender with an MCP connection the agent can drive; The specialist Blender skills from the same repository that this skill routes to.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Blender Production Director is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.8k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Blender Production Director: Asset Pipeline (rehan-remade/universal-modder, 6.1k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars) and Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 283 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on July 10, 2026.
Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.