
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- Repository
- arjun988/blender-skills1.6k
- 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
- Primary forms first, Silhouette reads at distance
- Manufacturing logic, Panel breaks follow construction seams
- Surface hierarchy, Primary > Secondary > Tertiary > Micro (greebles)
- Functional readability, Every form suggests purpose
- 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 Tier | Bevel Width | Segments |
|---|---|---|
| Primary edges | 0.005, 0.02m | 2, 3 |
| Panel lines | 0.001, 0.003m | 1, 2 |
| Micro detail | 0.0005, 0.001m | 1 |
- 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

