Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
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Modular, scalable environment production for games. Storytelling through space. Performance-conscious.
Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
→ UV Atlas → Material Variants → Instance Placement
→ Hero Overrides → Optimization → Export
| Kit Type | Grid Unit | Snap |
|---|---|---|
| Interior walls | 2m or 4m | 0.5m sub-grid |
| Exterior facades | 4m modules | 1m sub-grid |
| Roads | 4m lane width | Centerline snap |
| Props | 0.5m | Free placement |
Name modules: SM_Env_[Type]_[Role]_[Size]
Example: SM_Env_Wall_Corner_2m
| Role | Purpose | Count Target |
|---|---|---|
| Corner | 90° turns | 2–4 variants |
| Edge | Straight runs | 2–3 lengths |
| Fill | Blank panels | 3–5 variants |
| Door/Window | Breakups | 2–4 types |
| Trim | Transitions | Shared trim sheet |
| Type | Approach | Poly Budget |
|---|---|---|
| Hero tree | Hand model + cards | 5k–15k tris |
| Mid tree | Simplified + impostor LOD | 2k–5k tris |
| Bush | Cards + cluster | 500–2k tris |
| Grass | Cards or geo nodes scatter | 2–50 tris per blade |
Use geometry nodes for scatter; see geometry-nodes skill.
Interior:
Exterior:
| Detail | Narrative Signal |
|---|---|
| Peeling paint | Neglect, age |
| Barricades | Conflict, danger |
| Personal items | Former inhabitants |
| Damage patterns | Event history |
| Lighting state | Occupied vs abandoned |
| Topic | Reference | Load When |
|---|---|---|
| Modular kit design | references/modular-kits.md | Kit creation |
| Composition | references/composition.md | Scene layout |
| Pipeline | ../references/asset-pipeline.md | Phase context |
| Style | Approach |
|---|---|
| horror-style | Claustrophobic corridors; sparse lighting |
| lowpoly-style | Large flat shapes; minimal modules |
| stylized-style | Exaggerated proportions; bold colors |
| realistic-style | High detail hero; scanned textures |
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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.
The English summary is being prepared. Showing the original description.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
The English summary is being prepared. Showing the original description.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
The English summary is being prepared. Showing the original description.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
The English summary is being prepared. Showing the original description.
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.