Scenario Orbit Views
scenario-labs/skills
A skill your agent uses when a single image of a character, creature, prop, vehicle, or building must be seen from new camera angles through the Scenario MCP server: turnarounds, a 360 orbit, views…
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props.
$ npx skills add arjun988/blender-skills --skill hard-surface -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install arjun988/blender-skills hard-surface --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/hard-surface .claude/skills/hard-surface && 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 "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .claude/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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/hard-surfaceType 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 hard-surface -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install arjun988/blender-skills hard-surface --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/hard-surface .agents/skills/hard-surface && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .agents/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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 hard-surface -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install arjun988/blender-skills hard-surface --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/hard-surface .cursor/skills/hard-surface && 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 "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .cursor/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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/hard-surface--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 hard-surface -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install arjun988/blender-skills hard-surface --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/hard-surface .gemini/skills/hard-surface && 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 "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .gemini/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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 hard-surfaceInstalls 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 hard-surface -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/hard-surface .github/skills/hard-surface && 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 "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .github/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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 hard-surface -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 hard-surface --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/hard-surface .opencode/skills/hard-surface && 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 "hard-surface" agent skill from https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface into .opencode/skills/hard-surface/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hard-surface", 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.
hard-surfaceAAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props.
Hard Surface is an agent skill from arjun988/blender-skills. AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/boolean-workflow.md` and `references/greeble-patterns.md`).
It sits in Game Development, covering MCP servers. It works with Model Context Protocol and Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.
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.
Hard Surface loads about 1.4k tokens when it runs, and up to ~1.8k if it reads all its reference files. Until then it costs about 61 tokens; SKILL.md has 498 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). 498 words, ~1,387 tokens.
.claude/skills/hard-surface/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.
Reference → Scale Blockout → Primary Volumes → Panel Breaks
→ Boolean Cuts → Bevel Pass → Weighted Normals
→ Greebles (instanced) → UV Planning → Materials1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prepBoolean rules:
SM_Cutter_[Feature]| Detail Tier | Bevel Width | Segments |
|---|---|---|
| Primary edges | 0.005–0.02m | 2–3 |
| Panel lines | 0.001–0.003m | 1–2 |
| Micro detail | 0.0005–0.001m | 1 |
Techniques (prefer non-destructive):
Place panel lines at:
COL_GreeblesSharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled| Real-World Feature | Modeling Approach |
|---|---|
| Sheet metal bend | Bevel + slight inset |
| Weld seam | Thin raised strip or normal map |
| Bolt pattern | Instanced cylinder, hex inset |
| Vent grille | Boolean cut + array |
| Cable routing | Curve + bevel object or geo nodes |
| Rubber gasket | Separate mesh, slight inset channel |
Prefer vehicle-artist for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.
Execute via MCP:
| Topic | Reference | Load When |
|---|---|---|
| Boolean deep dive | references/boolean-workflow.md | Complex cuts |
| Greeble library | references/greeble-patterns.md | Detail pass |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| Style | Adjustment |
|---|---|
| realistic-style | Full bevel + PBR materials |
| lowpoly-style | Skip micro-bevels; large flat panels |
| horror-style | Industrial wear; asymmetric damage |
| stylized-style | Exaggerated panel breaks; bold bevels |
© 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/hard-surface of arjun988/blender-skills.
Open the folder on GitHubat commit 8f778d2
Hard Surface 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 |
|---|---|---|---|---|---|---|
| Hard Surface this skillarjun988/blender-skills | 271 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Scenario Orbit Viewsscenario-labs/skills | 898 | — | ~2.3k | Automated safety check: Pass | MIT | |
| Blender MCP Videomicky-li-hd/VideoCoCo | 115 | — | ~1.1k | Automated safety check: Pass | None | |
| Blender MCPTommy-yw/RunbookHermes | 546 | 1 repos | ~1k | Automated safety check: Pass | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| MCP DriverRandallLiuXin/GodotMaker | 549 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence |
scenario-labs/skills
A skill your agent uses when a single image of a character, creature, prop, vehicle, or building must be seen from new camera angles through the Scenario MCP server: turnarounds, a 360 orbit, views…
micky-li-hd/VideoCoCo
A skill your agent uses for Blender MCP or Blender CLI video-generation work, especially when rendering scripted Blender scenes, debugging MCP port 9876, checking why blender is not on PATH…
Tommy-yw/RunbookHermes
Control Blender directly from Hermes via socket connection to the blender-mcp addon.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
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
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.
Works with
Categories
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Hard Surface is an agent skill from arjun988/blender-skills. AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props.
Hard Surface fits situations like: boolean/bevel workflows; manufacturing-accurate surfaces in Blender via MCP.
Run `npx skills add arjun988/blender-skills --skill hard-surface -a claude-code`. Or copy the skill folder (.claude/skills/hard-surface in arjun988/blender-skills) into .claude/skills/hard-surface in your project. Claude Code loads it when a task matches its description.
Run `npx skills add arjun988/blender-skills --skill hard-surface -a codex`. Or copy the skill folder (.claude/skills/hard-surface in arjun988/blender-skills) into .agents/skills/hard-surface 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 hard-surface -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hard-surface, .gemini/skills/hard-surface, .github/skills/hard-surface and .opencode/skills/hard-surface in your project.
SKILL.md names no scripts, command-line tools or credentials: Hard Surface is instructions for the agent only.
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.
Hard Surface is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.4k tokens (SKILL.md is roughly 5.5k 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 462 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hard Surface: Scenario Orbit Views (scenario-labs/skills, 898 stars), Blender MCP Video (micky-li-hd/VideoCoCo, 115 stars), Blender MCP (Tommy-yw/RunbookHermes, 546 stars) and Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k 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 271 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.