# Hard Surface

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

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

## Install

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

## Description

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.

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

# 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 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

## Panel Lines

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