Agent skill

Blender Image To 3D

by majidmanzarpour in 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…

MITAuto-check passedGame Development

Install Blender Image To 3D

skills CLI
$ npx skills add majidmanzarpour/blender-game-skills --skill blender-image-to-3d -a claude-code

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

GitHub CLI
$ gh skill install majidmanzarpour/blender-game-skills blender-image-to-3d --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/majidmanzarpour/blender-game-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/blender-image-to-3d .claude/skills/blender-image-to-3d && 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-image-to-3d
GitHub stars
135
Token cost
~5.7k tokens
SKILL.md length
2,769 words
Files
15 (incl. scripts, references, assets)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 11 steps: read the reference, write the brief → calibration and master file → blockout and silhouette gate → …
  • Tasks that involve Game assets and audio
  • SKILL.md covers Runtime, Gate protocol (used at the end…, Phase 0: read the reference,… and Phase 1: calibration and…, plus 10 more sections
  • Runs Python scripts from its folder; calls python

What it does

Blender Image To 3D is an agent skill from 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, props, weapons and environment pieces, through gated phases with rendered evidence compared against the reference. Use this whenever a user supplies or mentions a reference image and wants a 3D model or game asset made from it (modelled, blocked out, sculpted, retopologised, textured, rigged, animated or exported for a…

Its SKILL.md is about 5.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts, reference files and assets (for example `assets/build_template.py`, `evals/evals.json` and `references/blender-5-notes.md`).

It sits in Game Development, covering Game assets and audio, Game development and 3D graphics and WebGL. It works with Blender. The repository describes itself as: Claude Code agent skills for game dev in Blender. Turn concept art into rigged, game-ready 3D assets, measured against your references. The licence is MIT.

When your agent uses it

  • Tasks that involve Game assets and audio
  • Tasks that involve Game development
  • Tasks that involve 3D graphics and WebGL

Example prompts

  • “/blender-image-to-3d”

Requirements

  • Python 3

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. read the reference, write the brief
  2. calibration and master file
  3. blockout and silhouette gate
  4. forms
  5. topology
  6. UVs, baking, materials
  7. articulation
  8. secondary motion
  9. animation
  10. export and round trip
  11. acceptance and handover

What it can do on your machine

Read from SKILL.md and the folder at commit f0ef293. 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

    Ships 8 files in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • python

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.blender.org

    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 Image To 3D loads about 5.7k tokens when it runs, and up to ~16k if it reads all its reference files. Until then it costs about 192 tokens; SKILL.md has 2,769 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~192
When it runs · the whole SKILL.md, loaded when a task matches
~5.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~16k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from majidmanzarpour/blender-game-skills at commit f0ef293, republished under its MIT licence (© majidmanzarpour). 2,769 words, ~5,653 tokens.

Download SKILL.mdSave it as .claude/skills/blender-image-to-3d/SKILL.md (or your agent's skills folder). This skill also uses 14 other files; get the full folder from GitHub.
name
blender-image-to-3d
description
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, props, weapons and environment pieces, through gated phases with rendered evidence compared against the reference. Use this whenever a user supplies or mentions a reference image and wants a 3D model or game asset made from it (modelled, blocked out, sculpted, retopologised, textured, rigged, animated or exported for a game engine), even when Blender is not named. Includes bpy scripts for scene calibration, review renders matched to the reference camera, silhouette measurement, validation, baking, GLB/FBX export with manifests, and clean reimport.
license
MIT

Blender image to 3D

Turn one or more reference images into a delivered game asset by moving through gated phases. Every gate is passed with rendered evidence compared to the reference from the same camera and at gameplay pixel size, never by looking at the viewport and deciding it seems fine. Most wasted work in this pipeline is detail added on top of wrong proportions, so nothing gets detail until its silhouette passes.

"Perfect" here has a definition: the acceptance checklist in references/delivery-and-acceptance.md passes, the compare sheets show no measured deviation above the phase tolerance, and every dimension or side that the reference did not show is listed as inferred. Say so when a single image forces inference; do not present a guessed back as fact.

Runtime

  • Blender 4.2 or newer (used through 5.2), run headless: blender --background --python <script> -- <args>. Blender 5.x changed several APIs these builds touch; references/blender-5-notes.md lists them with runtime, baking and review lessons. Resolve the binary once: $BLENDER_BIN, then blender on PATH, then /Applications/Blender.app/Contents/MacOS/Blender. Workbench renders need no GPU on macOS or Windows; on a headless Linux box without a GPU, pass --engine cycles to review_render.py.
  • A live Blender session through an MCP server (execute-Python tool) is optional and useful for inspection. Even then, build through the numbered scripts and save the same master file, so the build stays reproducible. In a live session, exec(open(path).read()) a script and call its functions instead of the command line.
  • All modelling is written as bpy code in <asset>/build/NN_<phase>.py, copied from assets/build_template.py. Each script opens the master, deletes what it owns, rebuilds it, saves. Rerunning any phase is safe. Constants are measured metres with a comment naming the reference view they came from, or # inferred.
  • Skill scripts (all take -- --help):
ScriptPurpose
scripts/init_master.pymaster .blend: units, collections, calibration proxies, reference planes at real scale, game camera
scripts/review_render.pyclay / silhouette / wire / checker / material renders from fixed views, the reference-matched camera, gameplay pixel size, turntables, posed frames
scripts/compose_review.pycompare sheet (reference, render, overlay, gameplay strip) plus silhouette IoU and width-profile numbers; plain Python with Pillow
scripts/world_gate.pyworld-registered silhouette IoU for orthographic reference views: the camera covers the reference matte's exact world window, so scale and placement errors count
scripts/validate.pytopology, transforms, UVs, weights, armature, sockets, colliders, naming, tri budget; exit 1 on FAIL
scripts/bake_maps.pynormal and AO from HIGH to LOW, base colour, roughness, metallic; rebuilds delivery materials
scripts/export_delivery.pyGLB/FBX export with asset-manifest.json and animation-contract.json
scripts/roundtrip.pyimports the export into a blank Blender, reports what arrived, renders a check

Read references/categories.md for the asset's category before Phase 0. Read references/rigging-animation.md before Phase 6 and references/delivery-and-acceptance.md before Phases 1, 5 and 9. Read references/blender-5-notes.md when a script fails on a 5.x API or before long renders and bakes.

Gate protocol (used at the end of every phase)

  1. review_render.py with --ref-cam AZ EL LENS (estimated in Phase 0) plus front,side,threequarter, in the mode the phase asks for, with --gameplay-px set to the subject's on-screen height in the game (default 128).
  2. compose_review.py --measure against the reference view that matches the camera. Read the sheet and the numbers. Look at the images; the numbers catch drift the eye forgives. compose_review aligns the two silhouettes by their bounding boxes, so it cannot see a model that is too short or off its axis. For orthographic sheets, also run world_gate.py on cleaned reference mattes (labels, rulers, floor lines and anything the model does not include erased) and hold that number to the phase tolerance. When the reference's own views disagree (a cape wider in the front view than in the back view), record the conflict and the per-view ceiling as a deviation instead of chasing both.
  3. Write the mismatches as measurements, not adjectives: "head 12 percent too tall", "wheelbase 0.3 m short", "band 4 width +0.06". Fix the constants in the build script, rerun the phase, re-render. Repeat until every mismatch is inside the phase tolerance.
  4. Show the user the compare sheet, the remaining deviations, and what was inferred. Continue on approval. If the user said not to ask, continue when the tolerance is met and keep the sheets in review/ for them. If the user reviews in a live viewport, reload the master there after each rebuild: anything hidden only for rendering (a mannequin under the costume) still shows in their view.

Tolerances: blockout IoU 0.85 and every band width within 0.05 of the reference (0.90 and 0.03 for forms); proportions within 5 percent (blockout) and 2 percent (forms) on the measurements listed in the brief; materials pass when each role reads correctly under the moving light of a material turntable and in greyscale at gameplay size.

Phase 0: read the reference, write the brief

Look at every supplied image before touching Blender. Write <asset>/asset-brief.md in this exact structure:

text
ASSET      prefix and name (CH_, CR_, AR_, VH_, PR_, WP_, EN_)
CATEGORY   character | creature | architecture | vehicle | prop | weapon | environment, plus subtype (biped, quadruped, winged, wheeled, tracked, modular kit, hinged prop)
VIEWS      per image: view type (front, side, back, top, three-quarter, concept), estimated camera azimuth, elevation, lens (0 = orthographic), how much of the image height the subject fills, where the ground line sits
SCALE      real size along each axis with the evidence (human height, door, wheel, brick course, weapon grip); state the number used
PROPORTIONS 8 to 15 ratios measured in the image that the blockout gate will check (head heights, shoulder width to height, wheelbase to length, storey height to width)
PARTS      every part in construction and overlap order; for each: separate object yes/no, rigid/deforming/simulated, attaches to, moves about (pivot)
SILHOUETTE the 3 to 5 features that make it read at gameplay size
MATERIALS  per part: role (skin, scales, worn leather, painted metal, carved stone, glass), colour, roughness range, wear pattern
ARTICULATION rig family, joints or pivots, sockets needed, animation needs (none / idle only / full library)
INFERRED   every side, dimension or part the images do not show and the prior used to fill it
TARGET     engine, export format, budget tier from the table, game camera (elevation, distance, lens), subject height in pixels at typical gameplay distance

Ask the user only for what the images cannot tell: target engine and format, real size when no scale cue exists, budget tier, whether rigging and animation are needed, the game camera. Offer these defaults and proceed with them when the user says to just go: 1 unit = 1 m, Z up in Blender with the subject facing -Y, GLB export, standard tier from the budgets table, a three-quarter overhead camera at 50 mm, 128 px subject height, rig only if the category deforms, no animation unless asked.

Keep every reference as a file in <asset>/ref/ under a descriptive name before Phase 1: the scripts load references from disk, and images pasted into the conversation arrive as temporary files, so copy them there first.

Multi-image references: any number of images can come in one request. Mark which views are orthographic sheets (measure from these) and which are perspective concepts (silhouette and detail only, never proportions). Conflicting images: the orthographic sheet wins for dimensions, the concept wins for surface detail; say which was used where. One image can also hold several views (a turnaround or model sheet with front, side and back panels and detail callouts): give each panel its own VIEWS entry with its pixel box, crop the orthographic panels into separate files that share one scale and ground line (ref/front.png, ref/side.png, ref/back.png) for init_master.py and the gates, and use the callouts for surface detail. Photographs: estimate the lens from perspective convergence (long lens for telephoto product shots, 24 to 35 mm for phone photos), and match it in --ref-cam.

For a request covering several assets, run one asset per category through all phases first (one character, one creature, one kit piece, one vehicle), get those approved, then apply the proven scale, rig, material and export rules to the rest. Each role still gets its own forms and motion; a shared rig family does not mean shared proportions.

Phase 1: calibration and master file

Decide the canonical unit before any modelling and keep it: 1 unit = 1 m, Z up, -Y forward, origin at the ground contact point (ground centre for vehicles, grid corner for kit pieces). If the target game uses other logical units, choose once between converting every dependent value (movement speed, reach, cell size, colliders, camera offsets) with a documented factor, or mapping only at the render boundary. Never shrink the asset alone while gameplay metrics stay in old units.

The commands in this file use an illustrative 1.85 m knight (CH_Knight, Unity); take every asset-specific value (name, height, camera, budget, engine, inferred list) from the brief.

bash
$BLENDER_BIN --background --python scripts/init_master.py -- \
  --out CH_Knight/CH_Knight_master.blend --name CH_Knight --height 1.85 \
  --ref-front ref/front.png --ref-right ref/side.png --ref-extra ref/concept.png \
  --subject-frac 0.88 --ground-frac 0.04 --cell 2.0 --cam-elev 50 --cam-az 30 --cam-dist 12 --cam-lens 50

This writes the collections (REF, HIGH, LOW, RIG_CTRL, RIG_DEF, COLLISION, SOCKETS, EXPORT), a ruler at the target height with metre ticks, a grid cell, door clearance, a collision capsule, the game camera, and the reference images as standing planes at real scale with their ground line on z = 0. Every asset passes through this calibration; a hero, an enemy and a doorway that were never in the same file at the same scale will not fit each other in the engine.

Naming from references/delivery-and-acceptance.md: CH_Knight_Body_LOD0, DEF-upper_arm.L, SOCKET_hand.R, COL_torso, CUT_window. No .001 names in anything that ships.

Phase 2: blockout and silhouette gate

Build build/02_blockout.py from the template. Primary masses only: torso, head, pelvis and limbs as simple volumes; body shell, wheels and cabin for a vehicle; floor, walls, roof and openings for a kit piece. Hands, feet, jaw, horns, wings, doors, turrets and other appendages are separate rough objects from the start. Joint centres and pivots are placed now, at the positions the brief measured, because everything later hangs off them.

Check weight and balance: feet and hips that can support the mass, a forward driving line for a runner, a ribcage and pelvis for a quadruped, a neck and wing root that can carry the intended action, wheels under the mass of a vehicle. Add costume, armour, cladding and panels as distinct volumes. Check weapon reach, hand clearance, door swing and the silhouette in the most extreme pose or state the asset will hit (attack, crouch, turn, full steering lock, door open).

Gate in clay and silhouette modes, LOW collection, --show-ref once to confirm scale against the ruler. The category must read from the game camera without texture, particles or labels. For multi-asset work, render the greybox lineup at relative scale and check that roles differ in shoulder width, head shape, posture and stance, not only colour.

bash
$BLENDER_BIN --background --python scripts/review_render.py -- --blend CH_Knight/CH_Knight_master.blend \
  --out CH_Knight/review/02_blockout --collections LOW --views front,side,threequarter \
  --ref-cam 35 12 50 --mode clay --gameplay-px 128
python scripts/compose_review.py --ref ref/front.png --render CH_Knight/review/02_blockout/clay_front.png \
  --out CH_Knight/review/02_blockout/compare_front.png --measure --gameplay-px 128
Show full SKILL.md (1,234 more words)Show less

Phase 3: forms

build/03_forms.py. Order: primary anatomy or body masses, then secondary forms (cloth masses, armour construction, panel breaks, mouldings), then tertiary detail (folds, damage, rivets, pores, weave) last and only at a scale that survives the texture resolution and the game camera. Large random noise hides form and shimmers at distance.

Organic: join the blockout into a fused base (voxel Remesh at about 1/200 of the height) in HIGH and shape it with push, or keep the skin-chain base and refine its radii and joint positions. Hard surface: loft, extrude, spin and cut with real panel gaps, plate thickness and bevels that catch light. Model the real overlap order for layered parts. Eyes, teeth, claws, horns, glass, lights and membranes stay separate where they need independent shading, deformation or articulation; consolidate only the export copy.

Keep the complete underlying body or hull in the master even where a costume or panel covers it; author coverage cuts on the export copy and test every equipment combination for holes.

Characters: references/categories.md section 2 covers faces fitted to calibrated blueprints, hands, the neck join, armour fitted to the garment underneath, and strand hair colliders and shading. Review close-ups of the neck, hands and every armour overlap from several angles with everything the viewport shows; check clearances with mesh overlap tests.

Gate: clay from the reference camera and all fixed views, forms tolerance, plus a --turntable 8 clay pass. The silhouette at gameplay size must still match Phase 2; if forms shifted it, fix the forms, not the reference.

Phase 4: topology

build/04_topology.py produces the LOW delivery meshes over the approved forms. Place topology where silhouette, joint bending, facial movement, cloth folding, panel edges or material boundaries need it. A uniform remesh of a sculpt is not deformation topology (Blender retopology notes: https://docs.blender.org/manual/en/latest/modeling/meshes/retopology.html). Practical route: a clean base cage with loops at every joint (a skin-chain mesh at Subdivision 1 already has them), Shrinkwrap to the HIGH form, Subdivision 1, then edit loops at joints and creases. Rigid parts and rubble can use controlled Decimate; hero shoulders, hands, faces, hinges and simulated cloth get deliberate loops.

Quads in the source, triangulated delivery; lock the triangulation before baking so shading does not change later. Run the cleanup: doubles, stray islands, zero-area faces, flipped normals, overlapping interior shells. Open boundaries are fine on cloth sheets, hair cards and decals; collision proxies must be closed. Build LOD1 and LOD2 now with lod_copy and fix their outlines by hand, keeping head, shoulder, weapon, wheel and doorway silhouettes.

Gate: validate.py with the budget tier's tri count (exit 0, warnings explained), wire mode render of LOW, and a clay compare against Phase 3 renders showing no silhouette loss.

bash
$BLENDER_BIN --background --python scripts/validate.py -- --blend CH_Knight/CH_Knight_master.blend \
  --collections LOW,COLLISION,SOCKETS --out CH_Knight/review/04_validate.json --budget-tris 60000 --require-uv

Phase 5: UVs, baking, materials

build/05_materials.py. Seams where construction and visibility support them; unique space for faces, focal costume, hero surfaces; trims and tiles for repeated edges and large surfaces; atlases for small props; one texel density per asset family. Check distortion with the checker render at joints, hems, face and grip. Inspect padding at the lowest useful mip.

Author original materials in Blender (procedural or painted) starting from the role named in the brief: skin, dry bone, woven cloth, worn leather, corroded metal, painted steel, carved stone, glass. Roughness ranges that match the role; edge wear that follows construction and contact, not a white outline around every edge; no baked directional lighting in base colour. Then bake the portable set and rebuild the delivery materials:

bash
$BLENDER_BIN --background --python scripts/bake_maps.py -- --blend CH_Knight/CH_Knight_master.blend \
  --low LOW --high HIGH --res 2048 --maps normal,ao,basecolor,roughness,metallic \
  --out CH_Knight/textures --extrusion 0.02 --ray-dist 0.05 --margin 16 --samples 64 \
  --match-by-name --rebuild-material --save CH_Knight/CH_Knight_baked.blend

Bake by named group where projections cross onto neighbours (teeth, layered garments); keep transparent shells (corneas, visors, glass) out of the sources with --exclude-sources. LOD0 is baked; LOD1 and LOD2 reuse its material and maps (they came from lod_copy, same UV layout). Pass --all-lods only when a LOD has its own UVs. Document colour space per map, normal-map green convention and any channel packing in the manifest.

Gate: material mode render with --turntable 12 (moving light across the surface), greyscale compare at gameplay size, checker render clean at the joints. Hard edges and UV seams inspected in the normal-mapped turntable.

Phase 6: articulation

Skip only for static props and kit pieces without moving parts. Otherwise build/06_rig.py: deformation skeleton in RIG_DEF from the rig family in references/rigging-animation.md, controls in RIG_CTRL, real pivots for every hinge, wheel, door and turret, sockets in SOCKETS with the axis convention (+Y forward of the attachment, +Z up). Bind every deforming piece to the same skeleton, normalise weights, four influences per vertex as the delivery target, rigid armour to one bone. Apply scale and rotation before binding; never apply an Armature modifier as cleanup.

Gate: extreme-pose sheet (review_render.py --action <pose_action> --frame N for every pose the reference file lists), all separate parts visible together; validate.py shows no unweighted or over-influenced vertices; each socket tested with its real attachment in at least one pose.

Phase 7: secondary motion

Only for garments, chains, tails, wings, cables, tracks or antennae that the brief marked as simulated or secondary. Follow section 6 of references/rigging-animation.md: separate render, simulation and collision representations, pinned attachment areas with real clearance, one owner per vertex's motion, a bone-chain fallback. Gate: posed renders in the extreme poses show no body or weapon penetration, and the fallback chain alone still reads as the same garment.

Phase 8: animation

Only when requested. build/08_anim.py or the live session. Named Actions with deliberate ranges, loop flags and pose markers for events; in-place locomotion tagged with its speed; upper-body layers with a reference pose and mask; bake IK to the deformation skeleton for delivery and keep the unbaked master. Gate: each clip rendered as a short turntable-free sequence at the game camera, loop seams checked for root drift and pops, event timings read back from animation-contract.json.

Phase 9: export and round trip

Export the explicit selection (LOW, RIG_DEF, SOCKETS, COLLISION) with the manifest, then import it into a blank Blender and compare against the manifest. Nothing from REF, HIGH or RIG_CTRL ships.

bash
$BLENDER_BIN --background --python scripts/export_delivery.py -- --blend CH_Knight/CH_Knight_baked.blend \
  --out CH_Knight/exports --name CH_Knight --format GLB --split-lods \
  --inferred "back of cloak from symmetry, sole tread generic" --engine unity
$BLENDER_BIN --background --python scripts/roundtrip.py -- --file CH_Knight/exports/CH_Knight.glb \
  --out CH_Knight/review/09_roundtrip --expect-height 1.85

Gate: roundtrip exit 0 (tri counts per LOD, bone names, clip lengths, images all match the manifest; height within 1 percent; nothing below the ground plane), and the roundtrip clay render matches the Phase 3 clay render. Then import into a clean project of the target engine if one is available and play every clip with the real weapon or garment combination.

Phase 10: acceptance and handover

Run the checklist in references/delivery-and-acceptance.md section 4. Produce review/final/: the compare sheets from the reference camera and fixed views, the gameplay-size greyscale strip, the material turntable, the extreme-pose sheet, validate.json and roundtrip.json. Report to the user in this order: what matches, the measured deviations that remain, everything inferred without reference coverage, budgets used versus the tier, and the exact files delivered. Do not describe the asset as matching the reference where a measurement says otherwise.

Working rules

  • Measure, then model. Every constant comes from the brief or is marked inferred.
  • Silhouette before form, form before detail, topology before texture, bind before animation.
  • Render evidence at every gate; the viewport is not evidence.
  • One file, one scale: every asset passes through the calibration file with the ruler.
  • Separate what moves, shades or simulates independently; consolidate only the export copy.
  • Keep the master non-destructive; apply modifiers on the delivery copy.
  • Never rename an export to satisfy a loader that expects a different skeleton; provide a mapping.
  • Say what was not visible in the reference. A guessed back is a guess in the manifest.

© majidmanzarpour, 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 14 other files (scripts, references, assets) in skills/blender-image-to-3d of majidmanzarpour/blender-game-skills.

  • SKILL.md
  • assets/build_template.py
  • evals/evals.json
  • references/blender-5-notes.md
  • references/categories.md
  • references/delivery-and-acceptance.md
  • references/rigging-animation.md
  • scripts/bake_maps.py
  • scripts/compose_review.py
  • scripts/export_delivery.py
  • scripts/init_master.py
  • scripts/review_render.py
  • scripts/roundtrip.py
  • scripts/validate.py
  • scripts/world_gate.py

Open the folder on GitHubat commit f0ef293

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    Game DevelopmentAuto-check passed
  • Pneuma Lucid

    pandazki/pneuma-skills

    Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.

    161 GitHub stars~4.6k tokensUpdated 2 days ago
    Game DevelopmentAuto-check: warnings
  • 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.

    283 GitHub stars~4.8k tokensUpdated 3 mo ago
    Game DevelopmentAuto-check passed

Works with

Questions about Blender Image To 3D

What does Blender Image To 3D do?

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…. Blender Image To 3D is an agent skill from 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, props, weapons and environment pieces, through gated phases with rendered evidence compared against the reference.

When should I use Blender Image To 3D?

Blender Image To 3D fits situations like: tasks that involve Game assets and audio; tasks that involve Game development; tasks that involve 3D graphics and WebGL.

How do I install Blender Image To 3D in Claude Code?

Run `npx skills add majidmanzarpour/blender-game-skills --skill blender-image-to-3d -a claude-code`. Or copy the skill folder (skills/blender-image-to-3d in majidmanzarpour/blender-game-skills) into .claude/skills/blender-image-to-3d in your project. Claude Code loads it when a task matches its description.

How do I install Blender Image To 3D in Codex?

Run `npx skills add majidmanzarpour/blender-game-skills --skill blender-image-to-3d -a codex`. Or copy the skill folder (skills/blender-image-to-3d in majidmanzarpour/blender-game-skills) into .agents/skills/blender-image-to-3d in your project. Codex loads it when a task matches its description.

Can I use Blender Image To 3D 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 majidmanzarpour/blender-game-skills --skill blender-image-to-3d -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-image-to-3d, .gemini/skills/blender-image-to-3d, .github/skills/blender-image-to-3d and .opencode/skills/blender-image-to-3d in your project.

What does Blender Image To 3D need to run?

Going by SKILL.md and its folder, Blender Image To 3D needs Python for the scripts in its folder and the command-line tools its instructions call (python). Our summary lists: Python 3.

Does Blender Image To 3D access the network?

SKILL.md names 1 domain. As links in the text: docs.blender.org. This is read from the text; nothing was executed.

Is Blender Image To 3D 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Blender Image To 3D use?

Blender Image To 3D 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 Image To 3D use?

About 5.7k tokens (SKILL.md is roughly 23k 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 11k tokens, read only when the agent opens those files.

What are the alternatives to Blender Image To 3D?

Skills that share tags, products or a category with Blender Image To 3D: Asset Pipeline (rehan-remade/universal-modder, 6.5k stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars), Tripo 3D (calesthio/generative-media-skills, 197 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.

Who maintains Blender Image To 3D?

majidmanzarpour (a GitHub user) maintains it in majidmanzarpour/blender-game-skills, which has 135 GitHub stars. The repository was last updated on September 24, 2026.

Source: majidmanzarpour/blender-game-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.