Skills

Character Artist

AAA character modeling for human anatomy, stylization, facial topology, clothing, hair...

Install

npx skills add arjun988/blender-skills --skill character-artist -g -a claude-code -y
Category
Design
Updated
4mo ago
License
MIT
Context cost
Lightabout 892 tokens
Runs scripts
No, instructions only

What it does

AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.

Character Artist

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

When to Use

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

Workflow

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

Proportion Standards

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

Always block proportions before detail.

Edge Loop Strategy

Critical loop locations:

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

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

Facial Structure

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

Clothing Workflow

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

Hair Approaches

Read the whole SKILL.md on GitHub

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