voxel-style
FreeVoxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.
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94 skills (repositories by arjun988) · sorted by popularity
Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.
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Noir art direction for Blender with high-contrast lighting, wet streets, silhouettes, and monochrome or limited-color grading.
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Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
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Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.
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Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
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Historical and period world art direction for Blender including Western, pirate, samurai/ninja, Viking, ancient Egypt/Greece/Rome, Victorian, modern, and military eras.
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Pixel-art and texel-constrained art direction for Blender assets destined for pixel rendering, low-res textures, or HD-2D-adjacent pixel reads.
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Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization. Use for cinematic and AAA game realism.
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Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
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Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
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Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
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Sci-fi and punk world art direction for Blender including hard sci-fi, space, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, and clockpunk.
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Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
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Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
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Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
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Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
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Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
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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.
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Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
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Mascot and puppet horror art direction for Blender with cheerful brand characters made wrong, felt/foam materials, and uncanny performance.
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Indie horror aesthetic pack for Blender covering Silent Hill, Fear to Fathom, Puppet Combo, corporate horror, cabin/forest/hospital horror, and related looks.
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Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.
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Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.
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Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
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