Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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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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Review the instructions the agent will receive before you install.
Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.
Define Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → Export
| System | Primary Tool | Output |
|---|---|---|
| Rocks | Geo Nodes + noise | Static mesh |
| Buildings | Geo Nodes stack | Modular pieces |
| Roads | Curve + Geo Nodes | Mesh strip |
| Pipes | Curve to mesh | Network |
| Vegetation | Scatter GN | Instanced/baked |
| Sci-fi panels | Array + random | Trim sheet geo |
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noise
Expose: seed, scale, roughness, density
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material ID
Output separate meshes per floor module for game kits.
Centerline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curve
Node graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size range
Grid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layout
Test at parameter extremes:
| Approach | When |
|---|---|
| Keep procedural in Blender only | Iteration phase |
| Realize single variant | Standard game prop |
| Bake multiple seeds as LOD variants | Background variety |
| Export node group to engine | Only if engine supports |
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | ../geometry-nodes/SKILL.md | Node setup |
| Environment integration | ../environment-artist/SKILL.md | Scene placement |
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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.
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.