Agent skill

Blender Character Artist

by arjun988 in 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.

MITAuto-check passedGame Development

Install Blender Character Artist

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

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

GitHub CLI
$ gh skill install arjun988/blender-skills character-artist --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/character-artist .claude/skills/character-artist && 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
character-artist
GitHub stars
283
Token cost
~1k tokens
SKILL.md length
386 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Guides production character modeling in Blender through MCP: proportions, edge loops for faces and joints, clothing as separate meshes, hair, and animation-ready topology.

  • Works in 6 steps: Model body first (or use mannequin) → Duplicate body faces for clothing base → Solidify/extrude for cloth thickness → …
  • Modeling a human or humanoid game character in Blender
  • SKILL.md covers When to Use, Workflow, Proportion Standards and Edge Loop Strategy, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Work proceeds from reference and proportion blockout through body forms, limb connection, facial features, edge loop planning, a detail pass, separate clothing meshes, and handoffs for UVs and rigging. Proportion standards are given by head count, 7.5 to 8 heads for realistic adults, 4 to 6 for stylized and 8 to 9 for heroic figures, and proportions are always blocked before detail.

Further guidance covers edge loops around eyes, mouth, jaw, shoulders, elbows, knees and hips, facial structure notes, a clothing method with named meshes and UVs not shared with the body, and hair options from cards to strand curves. Animation-ready rules ask for quad-dominant deformation zones and no poles on primary deformation areas. Through Blender MCP the agent builds the base, mirrors the body, queries topology at checkpoints and separates clothing. Two reference files cover body proportions and facial topology.

When your agent uses it

  • Modeling a human or humanoid game character in Blender
  • Planning facial topology so expressions deform cleanly
  • Building clothing and accessory meshes for a character
  • Choosing between hair cards and stylized hair meshes

Example prompts

  • “Block out a heroic male character in Blender and plan the edge loops for the face.”
  • “Make a stylized character with separate clothing meshes and animation-ready topology.”
  • “Check the topology around the shoulders and elbows for animation.”

Requirements

  • Blender connected through an MCP server

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Model body first (or use mannequin)
  2. Duplicate body faces for clothing base
  3. Solidify/extrude for cloth thickness
  4. Separate mesh: SM_Char_[Name]_Body, SM_Char_[Name]_Cloth_[Piece]
  5. Cloth does NOT share UVs with body
  6. Weight paint transfers from body (via rigging skill)

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 Character Artist loads about 1k tokens when it runs, and up to ~1.4k if it reads all its reference files. Until then it costs about 57 tokens; SKILL.md has 386 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~57
When it runs · the whole SKILL.md, loaded when a task matches
~1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.4k

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). 386 words, ~1,031 tokens.

Download SKILL.mdSave it as .claude/skills/character-artist/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
character-artist
description
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets 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
character, human, anatomy, face, facial, clothing, hair, body, edge loop, expression, portrait
metadata.related-skills
sculpting, retopology, rigging, uv-workflow, materials

Character Artist

Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.

When to Use

  • Human/humanoid character creation
  • Facial topology for expressions
  • Clothing and accessory modeling
  • Hair card systems or stylized hair
  • Character proportion and stylization

Workflow

Reference → Proportion Blockout → Body Forms → Limb Connection
    → Facial Features → Edge Loop Planning → Detail Pass
    → Clothing (separate mesh) → UV Handoff → Rig Handoff

Proportion Standards

TypeHead UnitsNotes
Realistic adult7.5–8 headsHero characters
Stylized4–6 headsExaggerated features
Heroic8–9 headsAction games

Always block proportions before detail.

Edge Loop Strategy

Critical loop locations:

  • Eyes: concentric loops for blink/expression
  • Mouth: 3-loop minimum for lip deformation
  • Jaw: loop following jaw line for open/close
  • Shoulders: deltoid loop for arm raise
  • Elbows/knees: 3-loop pinching pattern
  • Hips: loop for leg spread

See references/facial-topology.md for face-specific loops.

Facial Structure

  • Eye socket: recessed; brow ridge defined
  • Nose: bridge width matches inner eye distance (realistic)
  • Mouth: lower lip fuller than upper (realistic)
  • Ear: aligns eye brow to nose base
  • Skull underlying forms visible in stylization

Clothing Workflow

  1. Model body first (or use mannequin)
  2. Duplicate body faces for clothing base
  3. Solidify/extrude for cloth thickness
  4. Separate mesh: SM_Char_[Name]_Body, SM_Char_[Name]_Cloth_[Piece]
  5. Cloth does NOT share UVs with body
  6. Weight paint transfers from body (via rigging skill)

Hair Approaches

MethodUse CaseSkill
Hair cardsGame-realisticuv-workflow + texture-workflow
Strand curvesCinematicparticle/curve systems
Stylized meshLowpoly/stylizedblender-modeler
SculptedHero bakesculpting → retopology

Animation-Ready Requirements

  • Quad-dominant topology on deformation zones
  • No poles on primary deformation areas (relocate to hidden zones)
  • Even edge length in face/neck/joints
  • Separate objects for swap-able parts (head, hands, gear)
Show full SKILL.md (144 more words)Show less

MCP Integration

  1. Create base mannequin/blockout via MCP
  2. Build body with mirror modifier via MCP
  3. Query topology (face count, edge flow) at checkpoints
  4. Separate clothing meshes via MCP
  5. Organize character collection hierarchy

Constraints

MUST DO
  • Establish proportions before facial detail
  • Plan edge loops for planned deformations
  • Separate clothing/accessories as unique meshes
  • Match style skill direction (stylized vs realistic)
  • Validate topology before rigging handoff
MUST NOT DO
  • Triangles on primary deformation surfaces
  • Poles at corner of mouth or inner eye
  • Single mesh for body + hard surface armor (separate)
  • Skip reference for facial likeness work
  • Over-poly face before LOD planning

Reference Guide

TopicReferenceLoad When
Facial topologyreferences/facial-topology.mdFace modeling
Body proportionsreferences/body-proportions.mdBlockout
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleAdjustment
realistic-styleFull anatomy; 8-head proportion
stylized-styleExaggerated features; 4–5 heads
lowpoly-styleMinimal loops; painted detail
horror-styleUncanny proportions; asymmetry

© 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/character-artist of arjun988/blender-skills.

  • SKILL.md
  • references/body-proportions.md
  • references/facial-topology.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Blender Character Artist 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 Character Artist compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Blender Character Artist this skillarjun988/blender-skills283—~1kAutomated safety check: PassMIT
Fal Assetsrehan-remade/universal-modder6.1k—~2kAutomated safety check: NotesMIT
Asset Pipelinerehan-remade/universal-modder6.1k—~2kAutomated safety check: PassMIT
Blender Image To 3Dmajidmanzarpour/blender-game-skills135—~5.7kAutomated safety check: PassMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone
Fmodel Unpackpa001024/dna-builder137—~2.6kAutomated safety check: PassMIT

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Questions about Blender Character Artist

What does Blender Character Artist do?

Guides production character modeling in Blender through MCP: proportions, edge loops for faces and joints, clothing as separate meshes, hair, and animation-ready topology. Work proceeds from reference and proportion blockout through body forms, limb connection, facial features, edge loop planning, a detail pass, separate clothing meshes, and handoffs for UVs and rigging.5 to 8 heads for realistic adults, 4 to 6 for stylized and 8 to 9 for heroic figures, and proportions are always blocked before detail.

When should I use Blender Character Artist?

Blender Character Artist fits situations like: modeling a human or humanoid game character in Blender; planning facial topology so expressions deform cleanly; building clothing and accessory meshes for a character; choosing between hair cards and stylized hair meshes.

How do I install Blender Character Artist in Claude Code?

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

How do I install Blender Character Artist in Codex?

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

Can I use Blender Character Artist 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 character-artist -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/character-artist, .gemini/skills/character-artist, .github/skills/character-artist and .opencode/skills/character-artist in your project.

What does Blender Character Artist need to run?

SKILL.md names no scripts, command-line tools or credentials: Blender Character Artist is instructions for the agent only. Our summary lists: Blender connected through an MCP server.

Does Blender Character Artist 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 Character Artist 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 Character Artist use?

Blender Character Artist 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 Character Artist use?

About 1k tokens (SKILL.md is roughly 4.1k 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 400 tokens, read only when the agent opens those files.

What are the alternatives to Blender Character Artist?

Skills that share tags, products or a category with Blender Character Artist: Fal Assets (rehan-remade/universal-modder, 6.1k stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars) and Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Blender Character Artist?

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.