Agent skill

Scenario Blender Hard Surface

by scenario-labs in scenario-labs/skills

A skill your agent uses when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers…

MITAuto-check passedGame Development

Install Scenario Blender Hard Surface

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-blender-hard-surface -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-hard-surface --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-hard-surface .claude/skills/scenario-blender-hard-surface && 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
scenario-blender-hard-surface
GitHub stars
946
Token cost
~4.6k tokens
SKILL.md length
2,019 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers…

  • Works in 8 steps: Blockout at real size. Primitives or… → Pick the school and build the base stack. → Cut (School A). HS.make_cutter(target,… → …
  • Modeling hard-surface objects in Blender (sci-fi panels
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Hard Surface is an agent skill from scenario-labs/skills. Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.

Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).

It sits in Game Development. It works with Blender. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Modeling hard-surface objects in Blender (sci-fi panels
  • Product parts) with booleans and cutters
  • Bevel modifiers
  • Weighted normals

Example prompts

  • “/scenario-blender-hard-surface”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Blockout at real size. Primitives or bmesh, then HS.apply_scale(ob) (keeps children in place, flips winding on negative scale). Check…
  2. Pick the school and build the base stack.
  3. Cut (School A). HS.make_cutter(target, "BOX"|"CYLINDER"|"SLOT", size, location, ...) builds a cutter that meets the checklist (scale 1…
  4. Design pass. Cluster details, leave calm areas, align with neighboring features (Ryuu [00:28:37], Gambrell [00:34:15]); hide perfect…
  5. Shading pass. r = HS.shading_audit(ob); HS.verdict(r), then HS.review([ob], out, modes=("matcap","reflect","hsgrey","wire")) and closeups…
  6. School B detail and pinch check. Even bevel segments, profile 1.0, Keep Corners (Lampel [00:11:15]); brace both sides of a ridge equally…
  7. Game or export. Mid-poly: g, tris = HS.game_version(ob, micro_segments=1) (Triangulate with keep custom normals after WN; stays in place…
  8. Deliver renders, the verdict, tris per object, and what was not verified.

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Blender Hard Surface loads about 4.6k tokens when it runs, and up to ~21k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 2,019 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~124
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~21k

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 scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,019 words, ~4,574 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-hard-surface/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-hard-surface
description
Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.
license
MIT

Blender hard surface

Expert hard surface is controlled light on edges: every edge catches a highlight from a bevel or a support loop, flat faces read perfectly flat, and cuts stay editable until the design is settled. The experts disagree on method (n-gons and booleans vs quad cages and subdivision), not on the checks: order of operations, cutter hygiene, planar faces, a shiny matcap orbit. The agent builds the stack with the toolkit and lets the measurable gates find what a human finds by orbiting. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Toolkit: scripts/bx_hardsurface.py (import sys; sys.path.append("<skills>/scenario-blender-hard-surface/scripts"); import bx_hardsurface as HS), world-space meters, stock Blender only.

Stance (the expert delta)

  • Cut first, bevel after, normals last. Booleans above the angle-limited micro bevel, Weighted Normal at the very bottom, a late Mirror above it (Ryuu [00:26:26], [00:28:37]; du Mont [00:19:46]). In 5.2 a pinned modifier keeps its relative order inside the pinned group and new modifiers land above it, so pin bottom-up: HS.order_stack does it and HS.add_boolean always lands above the tail (verified).
  • Two bevels, two jobs (du Mont [00:12:25] to [00:15:15]): a weight-limited design bevel (8 to 12 segments) on chosen silhouette edges before the cuts, and an angle-limited micro bevel (30 degrees, Harden Normals, Miter Outer Arc) after every cut, because no real edge is perfectly sharp (Gambrell, du Mont, Ryuu).
  • A bevel that shrinks after a boolean is geometry, not a setting (du Mont [00:20:18], [00:30:20]). Move the cutter well away from target edges or make it exactly coincident; keep Clamp Overlap on. Clamp Overlap limits the bevel over the whole object: a slot running 0.7 degrees off a facet edge (clamp ratio 3.8) wiped out the 3 mm bevel on a port elsewhere on the part [verified in 5.2.1]. HS.clamp_culprits names the cut.
  • Every wall, step, gap and rounding facet must be wider than 2x the micro bevel width [added, verified]: a 1 mm pocket floor, a 1.5 mm wall, a 2 mm groove with 1.5 mm bevels (a 3.1 mm one was clean) and a slot rounded in 30-degree facets all clamped the whole object's bevel.
  • If Harden Normals or Weighted Normal changes nothing, the face is not flat (Gambrell [00:01:06]). Flatten it; more normal modifiers will not help.
  • Pick the school by the part, not by taste. Planar machined parts with many cuts: n-gons + booleans + bevel + custom normals, about a quarter of the time and stays editable (Gambrell [00:18:01]). Continuous curvature, non-uniform roundness, a sculpt or bake high: quad cage + subdivision (rileyb3d, PzThree). Sharpen subD edges with support loops, not creases: 36,800 vs 3,600 triangles at equal quality (Lampel [00:05:28]).
  • EXACT is the solver. Gambrell's 2021 "switch to Fast" predates 5.x: Float left 16 non-manifold edges on a coplanar cutter where Exact and Manifold were clean [verified]. When Exact misbehaves the operand is broken (Ryuu [00:15:13]): an open cutter gave Exact 19 non-manifold edges and Manifold silently skipped the cut [verified].
  • Judge in a shiny matcap and close up on every cut (Gambrell [00:00:33], rileyb3d [00:06:32]). Whole-object sheets hide smears and shrunken bevels.

Establish first

InputWhy it changes the planDefault when silent
Purposerender: 3+ micro segments (Gambrell); game mid-poly: 1 to 2 segments, triangulated, custom normals; bake: subD or boolean high + separate lowrender still
Real sizebevel widths are absolute: du Mont uses about 3 mm on a small robot body, 1 mm on small parts, 0.1 mm on a collarmodel at real size; if unknown, micro width 0.5% of the largest dimension [added]
Surfacemostly planar vs curved vs organic-mechanicalSchool A for planar parts, B for curved shells, hybrid when mixed
Budget and engineAugusto: 15k tris, one 2K map; a quad-only pipeline forces School B (Gambrell [00:24:35])no budget: report tris
Later stagessculpted damage or multires detail needs a quad cage (PzThree); rigging needs collapsed copies (du Mont)none
Symmetrymirror the target when the part is symmetric; mirror the cutter around the target when only the cut is (Gambrell [00:14:53])ask the reference

Workflow

  1. Blockout at real size. Primitives or bmesh, then HS.apply_scale(ob) (keeps children in place, flips winding on negative scale). Check proportions against a human-scale box through a long lens (du Mont [00:10:01]). GATE: scale is 1 on every object with a bevel, solidify or array; silhouette sheet reads (bx_review.review(..., modes=("silhouette",))).
  2. Pick the school and build the base stack.
    • A: design edges with HS.find_edges(ob, min_angle=80, inside=...) + HS.set_edge_attr(ob, edges, 1.0), then HS.hard_surface_stack(ob, micro_width=..., design_width=...).
    • B: quad cage in bmesh (few control points, square quads, rileyb3d / PzThree), then HS.subd_stack(ob, support_width=...) (Bevel Weight, even segments, profile 1.0, Subdivision with UV Smooth Keep Corners) or explicit HS.support_loops. GATE: HS.stack_problems(ob) == []; A has custom normals on the evaluated mesh.
  3. Cut (School A). HS.make_cutter(target, "BOX"|"CYLINDER"|"SLOT", size, location, ...) builds a cutter that meets the checklist (scale 1, smooth, Cutters collection only, wire, hidden from render, parented, EXACT, wired above the tail). HS.as_cutter for custom shapes, HS.slice_boolean for Slice. Rules: extend past every surface entered; keep cutter edges far from target edges or exactly on them; offset a round cutter by half a segment against a target with the same count (same phase gave 10 non-manifold edges and streaks [verified]; make_cutter default); round cutter corners in facets well under the bevel angle (4+ segments per 90 degrees). GATE after each cut: HS.cutter_report(c, target) clean, HS.clamp_probe(target)["ratio"] < 0.1, a HS.closeup of the cut looked at.
  4. Design pass. Cluster details, leave calm areas, align with neighboring features (Ryuu [00:28:37], Gambrell [00:34:15]); hide perfect intersections behind a collar (du Mont [00:39:36]); union parts that must share a bevel (Gambrell [00:18:57]). GATE: a review sheet shows intent, not noise.
  5. Shading pass. r = HS.shading_audit(ob); HS.verdict(r), then HS.review([ob], out, modes=("matcap","reflect","hsgrey","wire")) and closeups. Triage with references/critique.md: smear on flat faces, non-planar faces, cuts on curvature (render first: Harden + WN already shaded 24/48-segment cylinder cuts cleanly; on a sphere HS.transfer_normals cut the normal error p95 from 2.79 to 0.34 degrees [verified]), mirror seam (HS.mirror_seam_fix). GATE: verdict empty or every remaining line explained, and the closeups agree.
  6. School B detail and pinch check. Even bevel segments, profile 1.0, Keep Corners (Lampel [00:11:15]); brace both sides of a ridge equally (rileyb3d [00:11:08]); outset a border ring around inset circles (PzThree [00:42:25]); turn subdivision off to debug a cage artifact (Gambrell [00:14:44]). GATE: r["subd_cage"] quads near 100%, no long rectangles on a cage that will be sculpted, shiny-matcap closeups free of pinches.
  7. Game or export. Mid-poly: g, tris = HS.game_version(ob, micro_segments=1) (Triangulate with keep custom normals after WN; stays in place because it shares the cutters); glTF kept the custom normals 100% [verified]. Baked asset: the low poly and bake go to scenario-blender-retopology and scenario-blender-uv-baking. Rig or export: HS.collapse(ob) on a copy (du Mont [01:07:29]). GATE: tri count within budget, triangles only, matcap closeup of the game copy.
  8. Deliver renders, the verdict, tris per object, and what was not verified.
Show full SKILL.md (840 more words)Show less

Numbers

ValueSettingRelative to / source
Micro bevelangle 30 degrees, 3 segments render, 1 to 2 game, Harden Normals, Miter Outer ArcGambrell [00:17:20], du Mont [00:14:40]
Micro widthabout 3 mm body, 1 mm small parts, 0.1 mm collarreal size, du Mont
Design bevelLimit Method Weight, 8 to 12 segmentsdu Mont [00:13:32]
Big rolling curve46 to 50 segments; cutter edge bevels about 8 to 10Ryuu [00:12:53], [00:05:42]
Min featurewall, step, groove, facet width > 2 x micro width[added, verified]
Clamp probedisplacement over 10% of width = clamping[added]
SolverEXACT; MANIFOLD for speed with manifold operands; FLOAT only to diagnoseverified in 5.2.1
Round cuttersvertex count set at creation (40 for screw holes); half-segment phase vs targetRyuu [00:29:43]; [verified]
Bevel before Subdivision2 or 4 segments, profile 1.0, Weight, UV Smooth Keep CornersLampel [00:08:06], [00:11:15]
Creasesfine for small details or rounding a coarse cylinder at level 1; 10x tris for primary edgesLampel, du Mont [00:52:18]
SubD cagecircle 18 verts body, 36 on a denser part; square quadsrileyb3d [00:01:34], PzThree [00:03:15]
Mirror seam fixbevel Face Strength Affected + WN Face Influence, weight 100Gambrell [00:06:57]
Game budget15k tris, one 2K map, animated parts separateAugusto [00:11:48]
Cost measuredcase 1,984 tris (A) vs 4,608 (B, level 2); barrel 7,308 (A), 25,728 (B), 3,716 (A game)test_03 [added]

Quality gates

In code (all in HS.shading_audit, readable through HS.verdict): scale applied; stack_problems empty; custom normals present when expected; 0 non-manifold edges; 0 flat-shaded faces; 0 non-planar base faces (tolerance 1e-4 x size); no smear (corner normal leaning over 3 degrees on a flat face [added]); no hard edge (over 45 degrees) smoothed across; clamp ratio under 0.1; every boolean changes the mesh; cutter reports clean (coplanar, near-parallel, thin wall, narrow gap, near-miss, rounding facets, pokes out, hygiene). School B: quads %, quad aspect, crease length. Game: HS.tri_count, triangles only.

Visual: HS.review rows matcap (forms), reflect (check_reflection_horizontal: stripes run continuous over bevels and rounds), hsgrey (bevel highlights), wire (real boolean topology); views front, threequarter, top, low. Then one HS.closeup(ob, point, radius, ...) per cut in shiny (metal_carpaint). Look for gradient smears on flat faces, a bevel highlight broken or narrower at a cut, stretch at cut corners on curves, a butterfly on a mirror seam, subD pinches, facets on cut walls. A straight-down shiny view saturates white: use matcap or hsgrey from the top.

Common mistakes

MistakeWhat it looks likeFix
Boolean below the micro bevelcut edges razor sharp, rest beveledHS.order_stack(ob)
Weighted Normal added after pinning the bevelWN lands above the bevel, smears returnpin bottom-up (order_stack)
Cutter near but not on a target face or edgewhole-object bevel narrower, thin stepsmove clearly away or snap exactly; cutter_report, clamp_culprits
Groove or wall thinner than 2x bevelclamped bevels everywherewiden the feature or thin the bevel
Round cutter in phase with the target facetsstreaks, black patches, non-manifold edgeshalf-segment phase (default in make_cutter)
Rounded cutter corners at 30-degree facetsmicro bevel catches facet edges, clampsmore segments (beveled_narrow_facet_edges)
Flat-shaded cutterfacets on the cut wallscutters smooth (make_cutter does it)
"Switch to Fast"non-manifold result on coplanar facesEXACT; repair the operand instead
Unapplied scaleuneven bevel widthsHS.apply_scale
Stacking normal fixes on a non-planar facestretch that nothing fixesHS.flatten_faces
Data Transfer placed before WN, or scoped by a vertex groupno effect / cut walls shaded like the skinHS.transfer_normals (after WN, distance-scoped)
du Mont's support cut placed through a round cutrim edges halved, clamp 0 to 1.2 [verified]only where sliver_report shows boolean slivers; measure before and after
Creases on primary subD edgessoft, pinched, heavysupport loops or bevel before subdivision
Moving a game copy or slicecuts vanish (cutters stay with the original)keep it in place, or HS.collapse then move

Blender 5.2 notes

  • Auto Smooth is gone (4.1): bpy.ops.object.shade_auto_smooth adds a pinned Smooth by Angle node modifier (works headless with temp_override); WN, Harden Normals and Data Transfer need no Auto Smooth.
  • Boolean solvers: 'EXACT' (default), 'MANIFOLD' (4.5), 'FLOAT' (the old Fast, renamed 5.0).
  • Bevel weights and creases are attributes bevel_weight_edge / crease_edge (4.0); the Bevel modifier reads any attribute through edge_weight.
  • ob.modifiers.move(i, j) silently refuses moves that involve pinned modifiers; modifier_move_to_index returns CANCELED. Unpin, move, re-pin bottom-up.
  • bmesh.ops.bevel defaults are segments=0, profile=0.0: always pass both.
  • EXACT gives cutter-made vertices the target's vertex-group weights (verified), so vertex groups cannot keep a Data Transfer off cut walls.
  • Bool Tool, LoopTools, Extra Objects are extensions (4.2); LoopTools Circle/Flatten/Space are built in (mesh.circularize, mesh.flatten, mesh.space_edge_loops_evenly); Relax and Round Cube are not.

References

  • references/procedures.md: full tested code for the three parts (panel, case both schools, barrel both schools), every audit case, game routes. Load before scripting.
  • references/critique.md: the rubric and triage table to judge a render and a verdict. Load at every shading pass.
  • references/expert-notes.md: the experts' principles, disagreements and deciding conditions, with timestamps. Load when a choice is not covered here.
  • references/sources.md: the nine videos, who, what each is best for, best timestamps.

© scenario-labs, 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 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-hard-surface of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_hardsurface.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Blender 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.

Scenario Blender Hard Surface compared with similar skills
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Scenario Blender Hard Surface this skillscenario-labs/skills946—~4.6kAutomated safety check: PassMIT
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3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.5k—~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

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Works with

Questions about Scenario Blender Hard Surface

What does Scenario Blender Hard Surface do?

A skill your agent uses when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers…. Scenario Blender Hard Surface is an agent skill from scenario-labs/skills. Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases.

When should I use Scenario Blender Hard Surface?

Scenario Blender Hard Surface fits situations like: modeling hard-surface objects in Blender (sci-fi panels; product parts) with booleans and cutters; bevel modifiers; weighted normals.

How do I install Scenario Blender Hard Surface in Claude Code?

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

How do I install Scenario Blender Hard Surface in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-blender-hard-surface -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-hard-surface in scenario-labs/skills) into .agents/skills/scenario-blender-hard-surface in your project. Codex loads it when a task matches its description.

Can I use Scenario Blender Hard Surface 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 scenario-labs/skills --skill scenario-blender-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/scenario-blender-hard-surface, .gemini/skills/scenario-blender-hard-surface, .github/skills/scenario-blender-hard-surface and .opencode/skills/scenario-blender-hard-surface in your project.

What does Scenario Blender Hard Surface need to run?

Going by SKILL.md and its folder, Scenario Blender Hard Surface needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Hard Surface access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Blender Hard Surface 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 Scenario Blender Hard Surface use?

Scenario Blender 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.

How many tokens does Scenario Blender Hard Surface use?

About 4.6k tokens (SKILL.md is roughly 18k 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 16k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Hard Surface?

Skills that share tags, products or a category with Scenario Blender Hard Surface: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Hard Surface?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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