# Character Artist

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

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: Design
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill character-artist -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill character-artist -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill character-artist -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill character-artist -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

| Type | Head Units | Notes |
|------|------------|-------|
| Realistic adult | 7.5, 8 heads | Hero characters |
| Stylized | 4, 6 heads | Exaggerated features |
| Heroic | 8, 9 heads | Action 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

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/character-artist/SKILL.md
