Agent skill

Blender Modeler

by arjun988 in arjun988/blender-skills

Guides general Blender modeling through MCP with non-destructive habits: scene collections, modifier stacks, blockouts, mesh cleanup and precise edits.

MITAuto-check passedGame Development

Install Blender Modeler

skills CLI
$ npx skills add arjun988/blender-skills --skill blender-modeler -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills blender-modeler --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/blender-modeler .claude/skills/blender-modeler && rm -rf skills-src

Use ~/.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/

Facts

Skill name
blender-modeler
GitHub stars
278
Token cost
~1.3k tokens
SKILL.md length
383 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Guides general Blender modeling through MCP with non-destructive habits: scene collections, modifier stacks, blockouts, mesh cleanup and precise edits.

  • Blocking out a model with primitives, mirror and array
  • SKILL.md covers When to Use, Core Workflow, Scene Organization and Modifier Stack Philosophy, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Cleaning up a mesh by merging duplicates, fixing normals and removing loose geometry

What it does

A foundation skill for everyday geometry work in Blender, driven over an MCP connection and non-destructive by default. It sets up the scene straight away with a collection structure (reference, blockout and so on), a scale reference and naming rules, then moves from a blockout with primitives, mirror and array into shape refinement, in Edit Mode or with modifiers. Through MCP the agent performs the operations directly instead of narrating menu clicks.

It carries concrete rules: a preferred modifier order starting with mirror, array and solidify, booleans kept live until export prep, mirror applied only once topology is final, and no stacked subsurf without supporting loops. Tables map Edit Mode operations (extrude, inset, loop cut, knife, merge by distance, recalculate normals) to when each applies, and compare instancing methods. Precision tips cover snapping, numeric input, applying scale before booleans and custom normals. Two reference files cover the modifier stack and scene organization.

When your agent uses it

  • Blocking out a model with primitives, mirror and array
  • Cleaning up a mesh by merging duplicates, fixing normals and removing loose geometry
  • Organizing a Blender scene into collections with clear naming
  • Setting up a non-destructive modifier stack on a hard surface model

Example prompts

  • “Block out a simple wooden chair in Blender using primitives and a mirror modifier.”
  • “Clean up the selected mesh: merge by distance and recalculate normals.”
  • “Organize this scene into collections for reference meshes, blockout and final geometry.”
  • “Replace the repeated bolts with linked duplicates instead of separate geometry.”

Requirements

  • Blender with an MCP connection the agent can control

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Blender Modeler loads about 1.3k tokens when it runs, and up to ~1.9k if it reads all its reference files. Until then it costs about 62 tokens; SKILL.md has 383 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~62
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.9k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 383 words, ~1,278 tokens.

Download SKILL.mdSave it as .claude/skills/blender-modeler/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
blender-modeler
description
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
model, blockout, edit mode, modifier, collection, mesh, primitive, snap, pivot, scene organization
metadata.related-skills
hard-surface, environment-artist, asset-optimization, uv-workflow

Blender Modeler

Foundation modeling skill for all Blender geometry work. Non-destructive by default. MCP-first execution.

When to Use

  • Blockouts and primary/secondary shape passes
  • General mesh editing not covered by discipline specialists
  • Scene organization, collections, instances
  • Modifier stack management
  • Cleanup: merge, normals, loose geometry
  • Precision modeling with snapping and numeric input

Core Workflow

1. Scene Setup     → Collections, scale reference, naming
2. Blockout        → Primitives, mirror, array
3. Shape Refinement → Edit mode or modifier-based edits
4. Modifier Stack  → Non-destructive detail
5. Cleanup         → Merge, normals, manifold check
6. Handoff         → UV/materials or discipline specialist

Scene Organization

Establish via MCP immediately:

COL_Project
├── COL_Reference      # Scale refs, ortho images
├── COL_Blockout       # Temporary blockout meshes
├── COL_Geo            # Final geometry
├── COL_Collision      # Proxy meshes
└── COL_Instances      # Empties/collections for instancing

Naming: ../references/naming-conventions.md

Modifier Stack Philosophy

Preferred order (bottom to top):

1. Mirror          # Symmetry
2. Array           # Repetition
3. Solidify        # Thickness
4. Boolean         # Cuts (prefer live booleans until export)
5. Bevel           # Edge detail
6. Weighted Normal # Hard surface shading
7. Subdivision     # Only when topology supports it

Rules:

  • Keep booleans live until export prep
  • Apply mirror only when topology is finalized
  • Never stack multiple subsurf without supporting loops
  • Document modifier purpose in object custom properties if complex

Edit Mode Essentials

OperationUse When
Extrude (E)Adding depth from faces
Inset (I)Panel lines, frames
Loop Cut (Ctrl+R)Adding resolution
Knife (K)Custom cuts
Merge by DistanceCleanup duplicates
Recalculate NormalsFix shading issues

Via MCP: execute equivalent operations; don't narrate UI.

Precision Modeling

  • Enable snapping to grid/vertex/edge as appropriate
  • Use numeric input for exact dimensions
  • Set cursor to world origin for modular alignment
  • Apply scale before boolean operations
  • Use orthographic views for architectural accuracy

Instancing Strategy

MethodUse Case
Linked Duplicate (Alt+D)Identical props with variation potential
Collection InstanceModular kit pieces
Geometry NodesProcedural scatter (see geometry-nodes)
Array ModifierLinear repetition

Prefer instances over duplicate geometry for repeated elements.

Custom Normals

  • Enable Auto Smooth with appropriate angle (30°–60° hard surface)
  • Weighted Normal modifier for hard surface without extra geo
  • Mark sharp edges explicitly for bevel control
  • Clear custom split normals before retopology handoff
Show full SKILL.md (138 more words)Show less

Cleanup Checklist

  • Merge by distance (threshold: 0.0001m default)
  • Remove loose geometry
  • Delete interior faces
  • Recalculate outside normals
  • Apply scale if modifiers depend on it
  • Verify manifold (no holes unless intentional)
  • Check triangle count vs budget

MCP Integration

1. Create mesh objects via MCP
2. Apply modifiers via MCP
3. Query polycount after each major edit
4. Organize into collections via MCP
5. Duplicate to backup collection before destructive ops

See ../references/mcp-integration.md

Constraints

MUST DO
  • Non-destructive workflow until export phase
  • Name objects SM_ prefix immediately
  • Keep blockout separate from final geo
  • Apply transforms before boolean/export
  • Validate topology before handoff
MUST NOT DO
  • Delete blockout before silhouette approved
  • Apply all modifiers prematurely
  • Leave default names (Cube.001)
  • Model without scale reference
  • Skip cleanup pass

Reference Guide

TopicReferenceLoad When
Modifier deep divereferences/modifier-stack.mdComplex modifier chains
Scene organizationreferences/scene-organization.mdLarge scenes
Pipeline../references/asset-pipeline.mdPhase context

Handoff Points

To SkillWhen
hard-surfaceMechanical/sci-fi detail pass
environment-artistModular environment pieces
character-artistOrganic human forms
uv-workflowTopology locked, ready for UVs
asset-optimizationPre-export performance pass

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/blender-modeler of arjun988/blender-skills.

  • SKILL.md
  • references/modifier-stack.md
  • references/scene-organization.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Blender Modeler 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.

Blender Modeler compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Blender Modeler this skillarjun988/blender-skills278—~1.3kAutomated safety check: PassMIT
Unreal Scene Buildingflopperam/unreal-engine-mcp1.1k—~1.4kAutomated safety check: PassNone
Fal Assetsrehan-remade/universal-modder5.8k—~2kAutomated safety check: NotesMIT
3dgs MCP Rendererjaccen/Awesome-Gaussian-Skills161—~6.9kAutomated safety check: PassApache-2.0
Furniture Fit Checkpascalorg/editor25k—~5.1kAutomated safety check: PassMIT
Pascal 3D Scene Editingpascalorg/editor25k—~2.9kAutomated safety check: PassMIT

Similar skills

  • Unreal Scene Building

    flopperam/unreal-engine-mcp

    Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.

    1.1k GitHub stars~1.4k tokensUpdated 3 mo ago
    Game DevelopmentAuto-check passed
  • Fal Assets

    rehan-remade/universal-modder

    Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.

    5.8k GitHub stars~2k tokensUpdated today
    Game DevelopmentAuto-check: notes
  • 3dgs MCP Renderer

    jaccen/Awesome-Gaussian-Skills

    MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

    161 GitHub stars~6.9k tokensUpdated today
    Game DevelopmentAuto-check passed
  • Furniture Fit Check

    pascalorg/editor

    Checks whether a sofa, table, bed or appliance fits in a measured Pascal room and reports only what the evidence supports, or asks for the missing measurements.

    25k GitHub stars~5.1k tokensUpdated today
    Agent WorkflowsAuto-check passed
  • Pascal 3D Scene Editing

    pascalorg/editor

    Connects an agent to Pascal's MCP tools to create, inspect, edit, validate and save editable 3D building scenes, then return a verified editor link.

    25k GitHub stars~2.9k tokensUpdated today
    Media & CreativeAuto-check passed
  • Better Design

    marvkr/better-design

    Build, improve, and review production interfaces with the Better Design MCP.

    254 GitHub stars~1.2k tokensUpdated 16 days ago
    Frontend & DesignAuto-check passed

More from arjun988/blender-skills

All 38 skills in this repo
  • Blender Production Director

    arjun988/blender-skills

    Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.

    278 GitHub stars~4.8k tokensUpdated 3 mo ago
    Auto-check passed
  • Blender Character Artist

    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.

    278 GitHub stars~1k tokensUpdated 3 mo ago
    Auto-check passed
  • Creature Modeling for Blender

    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.

    278 GitHub stars~1k tokensUpdated 3 mo ago
    Auto-check passed
  • Environment Artist

    arjun988/blender-skills

    AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition.

    278 GitHub stars~1.2k tokensUpdated 3 mo ago
    Auto-check passed
  • Geometry Nodes

    arjun988/blender-skills

    Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups.

    278 GitHub stars~963 tokensUpdated 3 mo ago
    Auto-check passed
  • Hair Groom

    arjun988/blender-skills

    Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows.

    278 GitHub stars~655 tokensUpdated 3 mo ago
    Auto-check passed

Questions about Blender Modeler

What does Blender Modeler do?

Guides general Blender modeling through MCP with non-destructive habits: scene collections, modifier stacks, blockouts, mesh cleanup and precise edits. A foundation skill for everyday geometry work in Blender, driven over an MCP connection and non-destructive by default. It sets up the scene straight away with a collection structure (reference, blockout and so on), a scale reference and naming rules, then moves from a blockout with primitives, mirror and array into shape refinement, in Edit Mode or with modifiers.

When should I use Blender Modeler?

Blender Modeler fits situations like: blocking out a model with primitives, mirror and array; cleaning up a mesh by merging duplicates, fixing normals and removing loose geometry; organizing a Blender scene into collections with clear naming; setting up a non-destructive modifier stack on a hard surface model.

How do I install Blender Modeler in Claude Code?

Run `npx skills add arjun988/blender-skills --skill blender-modeler -a claude-code`. Or copy the skill folder (.claude/skills/blender-modeler in arjun988/blender-skills) into .claude/skills/blender-modeler in your project. Claude Code loads it when a task matches its description.

How do I install Blender Modeler in Codex?

Run `npx skills add arjun988/blender-skills --skill blender-modeler -a codex`. Or copy the skill folder (.claude/skills/blender-modeler in arjun988/blender-skills) into .agents/skills/blender-modeler in your project. Codex loads it when a task matches its description.

Can I use Blender Modeler in Cursor, Gemini CLI or GitHub Copilot?

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-modeler -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-modeler, .gemini/skills/blender-modeler, .github/skills/blender-modeler and .opencode/skills/blender-modeler in your project.

What does Blender Modeler need to run?

SKILL.md names no scripts, command-line tools or credentials: Blender Modeler is instructions for the agent only. Our summary lists: Blender with an MCP connection the agent can control.

Does Blender Modeler access the network?

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.

Is Blender Modeler safe to install?

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.

What licence does Blender Modeler use?

Blender Modeler is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Blender Modeler use?

About 1.3k tokens (SKILL.md is roughly 5.1k 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 598 tokens, read only when the agent opens those files.

What are the alternatives to Blender Modeler?

Skills that share tags, products or a category with Blender Modeler: Unreal Scene Building (flopperam/unreal-engine-mcp, 1.1k stars), Fal Assets (rehan-remade/universal-modder, 5.8k stars), 3dgs MCP Renderer (jaccen/Awesome-Gaussian-Skills, 161 stars) and Furniture Fit Check (pascalorg/editor, 25k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Blender Modeler?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 278 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.