Skip to content
cccskills
FreePublished on GitHub

vehicle-artist

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.

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

Works withBlender

Run score Not tested

See how to install

Files included (4)

  • SKILL.md2.9 KB
  • references/proportion-blockout.md528 B
  • references/vehicle-lod-targets.md291 B
  • references/vehicle-object-split.md369 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Vehicle Artist

Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.

When to Use

  • Cars, trucks, bikes, aircraft, boats, ships
  • Mechs and large mechanical walkers
  • Transit / industrial vehicles
  • When vehicle work should not live under generic hard-surface

Design Principles

  1. Proportion blockout first — Wheelbase, cabin, mass distribution
  2. Centerline symmetry — Mirror early; break only for damage/wear
  3. Panel flow — Seams follow stamped/assembled construction
  4. Functional readability — Lights, intakes, doors, wheels read clearly
  5. Separate systems — Body, wheels, glass, interior, lights as objects

Workflow

Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
  → Panel breaks → Booleans/cutters → Bevels → Glass/lights
  → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export

Blockout Checklist

  • Overall length / width / height locked
  • Wheel size and stance correct
  • Cabin / canopy silhouette readable
  • Ground clearance intentional
  • Symmetry axis established

Object Split (Game)

ObjectWhy
SM_Vehicle_BodyMain shell
SM_Vehicle_Wheel_*Spin / steer
SM_Vehicle_GlassTransparency / sorting
SM_Vehicle_Light_*Emissive materials
SM_Vehicle_InteriorCull on distant LODs

LOD Guidance

LODFocus
LOD0Full panels, interior if visible
LOD1Simplified panels, remove micro
LOD2Body + wheels + glass only
LOD3Impostor / ultra-low hull

Use lod-pipeline for generation and validation.

Collision

  • Simple convex hulls per major volume
  • Wheel capsules/cylinders separate if physics-driven
  • See collision-proxy

Constraints

MUST DO

  • Lock proportions before panel detail
  • Keep wheels as separate objects when animated
  • Plan LODs and collision with body

MUST NOT DO

  • Detail interior before exterior silhouette
  • Boolean chaos without cutter collection
  • Single merged mesh for all systems on game vehicles

Reference Guide

TopicReferenceLoad When
Proportion Blockoutreferences/proportion-blockout.mdWhen needed
Vehicle Object Splitreferences/vehicle-object-split.mdWhen needed
Vehicle Lod Targetsreferences/vehicle-lod-targets.mdWhen needed

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

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.

arjun988/blender-skills391Updated Jul 11, 2026

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.

arjun988/blender-skills391Updated Jul 11, 2026

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.

arjun988/blender-skills391Updated Jul 11, 2026

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.

arjun988/blender-skills391Updated Jul 11, 2026

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.

arjun988/blender-skills391Updated Jul 11, 2026

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.

arjun988/blender-skills391Updated Jul 11, 2026

See all skills by arjun988

Report a problem with this skill