Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.
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Believable creature design grounded in anatomy. Movement-informed topology. Fantasy with physical plausibility.
Reference → Skeleton Blockout → Muscle Masses → Surface Forms
→ Detail (sculpt or model) → Retopology → Rig → Animation Test
| Type | Skeleton Base | Key Forms |
|---|---|---|
| Quadruped | Dog/horse reference | Shoulder hump, haunches |
| Biped | Human/primate | Upright spine, heel plant |
| Flying | Bat/bird | Wing membrane, keel chest |
| Aquatic | Fish/shark | Lateral line, fin placement |
| Serpentine | Snake | Ribcage segmentation |
| Insectoid | Arthropod | Segmented body, jointed legs |
Before surface modeling:
| Tier | Detail | Method |
|---|---|---|
| Primary | Overall mass | Blockout/sphere modeling |
| Secondary | Muscle groups | Sculpt or extrusion |
| Tertiary | Skin folds, veins | Sculpt |
| Micro | Scales, pores, scars | Sculpt + bake to normal |
Mechanical + organic:
SM_Creature_Bio, SM_Creature_Mech| Topic | Reference | Load When |
|---|---|---|
| Quadruped anatomy | references/quadruped-anatomy.md | Four-legged creatures |
| Flying creatures | references/flying-creatures.md | Wings, flight |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| Style | Approach |
|---|---|
| realistic-style | Grounded anatomy; PBR skin |
| stylized-style | Exaggerated features; bold shapes |
| lowpoly-style | Minimal surface; texture detail |
| horror-style | Uncanny proportions; exposed anatomy |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows 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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Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
The English summary is being prepared. Showing the original description.