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prop-artist

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.

The English summary is being prepared. Showing the original description.

Run score Not tested

See how to install

Files included (4)

  • SKILL.md2.8 KB
  • references/everyday-prop-checklist.md331 B
  • references/kitbash-library.md422 B
  • references/prop-tiers.md743 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Prop Artist

Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.

When to Use

  • Furniture, tools, containers, electronics, household objects
  • Hero interactive props and background set dressing pieces
  • Kitbash libraries (handles, brackets, panels, fasteners)
  • When hard-surface sci-fi language would feel wrong

Design Principles

  1. Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
  2. Silhouette readability — Reads at game camera distance
  3. Wear hierarchy — Contact edges dirty; protected faces cleaner
  4. Part logic — Separate meshes where materials or LODs differ
  5. Pivot correctness — Floor contact, grip, hinge, or socket as needed

Workflow

Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export

Prop Tiers

TierTris (guide)DetailUse
Hero2k–8kFull bevels, unique wearInteractables, close-ups
Standard500–2kClean forms, shared matsMidground
Background100–500Block forms, atlas matsFar / dense dressing

Kitbash Rules

  • Name parts SM_KB_[Category]_[Part]
  • Keep origins at logical attach points
  • Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
  • Collection: COL_Kitbash_[Set]

Material Guidance

  • Limit unique materials; atlas where possible
  • Separate glass / emissive / opaque when needed for engine
  • Wear via roughness/AO, not only albedo dirt

Handoff

  • UVs → uv-workflow
  • Look → materials / lookdev
  • Placement → set-dressing
  • Ship → asset-optimization → export-pipeline or engine export skill

Constraints

MUST DO

  • Set real-world scale before detailing
  • Place pivot intentionally
  • Match prop tier to camera distance

MUST NOT DO

  • Over-greeble everyday objects
  • Use sci-fi panel language on mundane props
  • Skip collision planning for interactables

Reference Guide

TopicReferenceLoad When
Prop Tiersreferences/prop-tiers.mdWhen needed
Kitbash Libraryreferences/kitbash-library.mdWhen needed
Everyday Prop Checklistreferences/everyday-prop-checklist.mdWhen needed

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