Skills

Hard Surface

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons...

Install

npx skills add arjun988/blender-skills --skill hard-surface -g -a claude-code -y
Category
AI and agents
Updated
4mo ago
License
MIT
Context cost
Lightabout 1,225 tokens
Runs scripts
No, instructions only

What it does

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.

Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

  1. Primary forms first, Silhouette reads at distance
  2. Manufacturing logic, Panel breaks follow construction seams
  3. Surface hierarchy, Primary > Secondary > Tertiary > Micro (greebles)
  4. Functional readability, Every form suggests purpose
  5. Edge consistency, Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. 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 prep

Boolean rules:

  • Cutter objects named SM_Cutter_[Feature]
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

Detail TierBevel WidthSegments
Primary edges0.005, 0.02m2, 3
Panel lines0.001, 0.003m1, 2
Micro detail0.0005, 0.001m1
  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Read the whole SKILL.md on GitHub

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