# Blender Workflow Recipes

End-to-end Blender 5.2 playbooks chaining the blender-* skills with QA gates - game...

- Repository: https://github.com/EL4CTEO/blender-skills (651 stars)
- Category: Testing
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add EL4CTEO/blender-skills --skill blender-workflow-recipes -g -a claude-code -y`
Codex: `npx skills add EL4CTEO/blender-skills --skill blender-workflow-recipes -g -a codex -y`
Cursor: `npx skills add EL4CTEO/blender-skills --skill blender-workflow-recipes -g -a cursor -y`
Gemini CLI: `npx skills add EL4CTEO/blender-skills --skill blender-workflow-recipes -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add EL4CTEO/blender-skills`

## Description

End-to-end Blender 5.2 playbooks chaining the blender-* skills with QA gates - game props (mid-poly, high-to-low), game characters (sculpt/AI mesh to rigged, animated export), Roblox props/accessories/avatars, AI or downloaded asset cleanup, procedural environments, web/AR assets, product turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.

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

# Workflow Recipes

`S` = the skills folder. Every `.py` runs headless via `python S/blender-core/scripts/run_in_blender.py --blend F.blend S/<skill>/scripts/<x>.py -- ...`, or live via MCP import + `run()` (see `blender-core`). **Gate** = stop and fix before continuing. Save after every stage (`--save`).

## 1. Game prop, mid-poly (fast, no bake)
1. Blockout at real scale (`blender-hardsurface-modeling`). Gate: `ob.dimensions` vs reference.
2. UV the blockout **before** beveling (the Bevel/Boolean modifiers carry UVs): `uv_pack.py --objects SM_X --method seams --seams-from-sharp 60` → `texel_density.py --res 2048 --set 512`
3. `apply_stack.py --objects SM_X --preset midpoly [--cutters ...]` (keep it live; `--apply --triangulate` only on the export copy)
4. Materials: `build_pbr_material.py --preset ...` or tiling/trim textures.
5. Gate: `qa_check.py --objects SM_X --profile game` passes, plus `look` (angles, material + wireframe).
6. `mesh_stats.py --budget <platform>` → `make_lods.py --objects SM_X --rename`
7. `export_asset.py --preset <engine> --objects SM_X_LOD0 SM_X_LOD1 ...` Gate: re-import dims / GLB summary.

The rest: https://github.com/EL4CTEO/blender-skills/blob/HEAD/skills/blender-workflow-recipes/SKILL.md
