arjun988/blender-skills178 installs
prop-artist
Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.
How do I install this agent skill?
npx skills add https://github.com/arjun988/blender-skills --skill prop-artistIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill is a collection of 3D modeling guidelines and technical specifications for artists creating props in Blender. It consists entirely of static markdown documentation and does not contain any executable code, network operations, or access to sensitive data.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Prop Artist
Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.
When to Use
- Furniture, tools, containers, electronics, household objects
- Hero interactive props and background set dressing pieces
- Kitbash libraries (handles, brackets, panels, fasteners)
- When hard-surface sci-fi language would feel wrong
Design Principles
- Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
- Silhouette readability — Reads at game camera distance
- Wear hierarchy — Contact edges dirty; protected faces cleaner
- Part logic — Separate meshes where materials or LODs differ
- Pivot correctness — Floor contact, grip, hinge, or socket as needed
Workflow
Reference → Scale blockout → Primary volumes → Secondary forms
→ Edge bevels → Wear/damage → UVs → Materials → Optimize → Export
Prop Tiers
| Tier | Tris (guide) | Detail | Use |
|---|---|---|---|
| Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups |
| Standard | 500–2k | Clean forms, shared mats | Midground |
| Background | 100–500 | Block forms, atlas mats | Far / dense dressing |
Kitbash Rules
- Name parts
SM_KB_[Category]_[Part] - Keep origins at logical attach points
- Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
- Collection:
COL_Kitbash_[Set]
Material Guidance
- Limit unique materials; atlas where possible
- Separate glass / emissive / opaque when needed for engine
- Wear via roughness/AO, not only albedo dirt
Handoff
- UVs →
uv-workflow - Look →
materials/lookdev - Placement →
set-dressing - Ship →
asset-optimization→export-pipelineor engine export skill
Constraints
MUST DO
- Set real-world scale before detailing
- Place pivot intentionally
- Match prop tier to camera distance
MUST NOT DO
- Over-greeble everyday objects
- Use sci-fi panel language on mundane props
- Skip collision planning for interactables
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Prop Tiers | references/prop-tiers.md | When needed |
| Kitbash Library | references/kitbash-library.md | When needed |
| Everyday Prop Checklist | references/everyday-prop-checklist.md | When needed |
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/arjun988/blender-skills/prop-artist">View prop-artist on skillZs</a>