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.
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.
$ npx skills add arjun988/blender-skills --skill creature-artist -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install arjun988/blender-skills creature-artist --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/creature-artist .claude/skills/creature-artist && 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 "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .claude/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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/creature-artistType 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 creature-artist -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install arjun988/blender-skills creature-artist --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/creature-artist .agents/skills/creature-artist && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .agents/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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 creature-artist -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install arjun988/blender-skills creature-artist --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/creature-artist .cursor/skills/creature-artist && 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 "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .cursor/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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/creature-artist--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 creature-artist -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install arjun988/blender-skills creature-artist --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/creature-artist .gemini/skills/creature-artist && 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 "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .gemini/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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 creature-artistInstalls 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 creature-artist -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/creature-artist .github/skills/creature-artist && 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 "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .github/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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 creature-artist -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 creature-artist --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/creature-artist .opencode/skills/creature-artist && 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 "creature-artist" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/creature-artist into .opencode/skills/creature-artist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "creature-artist", 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.
creature-artistAnatomy-grounded workflow for modeling fantasy creatures, monsters and aliens in Blender over MCP, from skeleton blockout and muscle masses to retopology and rig tests.
The workflow runs from reference to skeleton blockout, muscle masses, surface forms, detail by sculpting or modeling, retopology, rigging and an animation test. Five design principles guide it: ground even fantasy designs in real anatomy, get a readable silhouette first, make the skeleton support the intended motion, let surface forms follow muscle flow, and let the design signal behavior such as predator or prey. A table gives skeleton bases for quadrupeds, bipeds, flyers, aquatic, serpentine and insectoid creatures.
Further guidance covers planning bones and joints before surface work, four tiers of surface detail from primary mass to micro scales and pores baked to normal maps, and hybrid creatures that split into separate meshes such as `SM_Creature_Bio` and `SM_Creature_Mech`. Over MCP, the agent creates a skeleton blockout, builds primary masses with mirror or sphere modeling, hands off to sculpting and checks proportions against a reference figure. Reference files cover flying creatures and quadruped anatomy.
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.
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.
Creature Modeling for Blender loads about 1k tokens when it runs, and up to ~1.6k if it reads all its reference files. Until then it costs about 62 tokens; SKILL.md has 373 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). 373 words, ~1,028 tokens.
.claude/skills/creature-artist/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Believable creature design grounded in anatomy. Movement-informed topology. Fantasy with physical plausibility.
Reference → Skeleton Blockout → Muscle Masses → Surface Forms
→ Detail (sculpt or model) → Retopology → Rig → Animation Test| Type | Skeleton Base | Key Forms |
|---|---|---|
| Quadruped | Dog/horse reference | Shoulder hump, haunches |
| Biped | Human/primate | Upright spine, heel plant |
| Flying | Bat/bird | Wing membrane, keel chest |
| Aquatic | Fish/shark | Lateral line, fin placement |
| Serpentine | Snake | Ribcage segmentation |
| Insectoid | Arthropod | Segmented body, jointed legs |
Before surface modeling:
| Tier | Detail | Method |
|---|---|---|
| Primary | Overall mass | Blockout/sphere modeling |
| Secondary | Muscle groups | Sculpt or extrusion |
| Tertiary | Skin folds, veins | Sculpt |
| Micro | Scales, pores, scars | Sculpt + bake to normal |
Mechanical + organic:
SM_Creature_Bio, SM_Creature_Mech| Topic | Reference | Load When |
|---|---|---|
| Quadruped anatomy | references/quadruped-anatomy.md | Four-legged creatures |
| Flying creatures | references/flying-creatures.md | Wings, flight |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| Style | Approach |
|---|---|
| realistic-style | Grounded anatomy; PBR skin |
| stylized-style | Exaggerated features; bold shapes |
| lowpoly-style | Minimal surface; texture detail |
| horror-style | Uncanny proportions; exposed anatomy |
© 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 2 other files (references) in .claude/skills/creature-artist of arjun988/blender-skills.
Open the folder on GitHubat commit 8f778d2
Creature Modeling for Blender 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 |
|---|---|---|---|---|---|---|
| Creature Modeling for Blender this skillarjun988/blender-skills | 278 | — | ~1k | Automated safety check: Pass | MIT | |
| Fal Assetsrehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Notes | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~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 | |
| Fmodel Unpackpa001024/dna-builder | 136 | — | ~2.6k | Automated safety check: Pass | MIT |
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
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.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
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.
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.
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
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
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. The workflow runs from reference to skeleton blockout, muscle masses, surface forms, detail by sculpting or modeling, retopology, rigging and an animation test. Five design principles guide it: ground even fantasy designs in real anatomy, get a readable silhouette first, make the skeleton support the intended motion, let surface forms follow muscle flow, and let the design signal behavior such as predator or prey.
Creature Modeling for Blender fits situations like: blocking out a monster or boss creature in Blender; planning bones and muscle flow so a creature deforms believably; splitting a half-machine creature into organic and mechanical meshes.
Run `npx skills add arjun988/blender-skills --skill creature-artist -a claude-code`. Or copy the skill folder (.claude/skills/creature-artist in arjun988/blender-skills) into .claude/skills/creature-artist in your project. Claude Code loads it when a task matches its description.
Run `npx skills add arjun988/blender-skills --skill creature-artist -a codex`. Or copy the skill folder (.claude/skills/creature-artist in arjun988/blender-skills) into .agents/skills/creature-artist 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 creature-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/creature-artist, .gemini/skills/creature-artist, .github/skills/creature-artist and .opencode/skills/creature-artist in your project.
SKILL.md names no scripts, command-line tools or credentials: Creature Modeling for Blender is instructions for the agent only. Our summary lists: Blender connected to the agent through an MCP server.
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.
Creature Modeling for Blender is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
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 582 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Creature Modeling for Blender: Fal Assets (rehan-remade/universal-modder, 5.8k stars), Asset Pipeline (rehan-remade/universal-modder, 5.8k 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.
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.