physics-sim
FreeRigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
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272 skills ・ Works with: Blender · sorted by popularity
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches 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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Painterly art direction spanning watercolor and oil-painting looks for Blender using soft edges, pigment texture, and illustrative lighting.
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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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Stylized art direction for Blender with shape language, exaggeration, color harmony, NPR rendering, and hand-painted asset workflows. Use for non-photorealistic game and animation projects.
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Vector-clean art direction for Blender with flat fills, sharp silhouettes, and UI-like graphic clarity.
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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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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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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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Visual era art direction for Blender covering PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation.
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Stop-motion and craft aesthetics for Blender including claymation, paper craft, and handmade physical-material cues.
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Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
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Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
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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.
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Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
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Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
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Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
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Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.
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Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
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Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.
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Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
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Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
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Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.
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