Skip to content
cccskills
FreePublished on GitHub

blender-hardsurface-modeling

Hard-surface and prop modeling in Blender 5.2 - blockout-to-detail flow, non-destructive modifier stacks (Mirror, Boolean Exact/Manifold, Bevel, Weighted Normal, Smooth by Angle), mid-poly vs subdivision vs high-to-low workflows, shading/custom normals, cylinder segment budgets, edge attributes from Python. Use for weapons, vehicles, props, architecture, mechanical parts.

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

Works withBlender

Run score Not tested

See how to install

Files included (3)

  • SKILL.md5.5 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/apply_stack.py4.8 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Hard-Surface Modeling

The execution model is in blender-core. Run blender-asset-qa after every modeling pass.

Pick the workflow first

WorkflowWhenOutput
Mid-poly (bevel + weighted normals, no bake)modern games, props seen up close, fast iterationgame mesh directly; tiling materials/trim sheets
High → low (high via booleans+bevel or subd, low baked)hero assets, unique textures, tight tri budgets_high + _low → blender-texture-baking
Subdivision (support loops/creases + Subsurf)renders, product viz, filmsmooth surfaces, edges held by loops/creases

Procedure

  1. Blockout at real scale (ob.dimensions) from primitives. Settle the silhouette and proportions before any detail. Check against references.
  2. Apply scale (transform_apply(scale=True)) before bevels, booleans or solidify, because modifier distances use object space.
  3. Primary → secondary → tertiary forms. Booleans for cuts and panels, then bevels. Small tertiary details go in normal maps/decals, or into the high-poly as "floaters" for baking.
  4. UV the base mesh now (mid-poly). Bevel/Boolean modifiers propagate UVs, but after bevels no edge is sharp enough to auto-seam. Then build the stack with scripts/apply_stack.py -- --objects Body --preset midpoly --cutters Cut1 Cut2. Order: Mirror → Booleans → Bevel → Weighted Normal → (Triangulate at export).
  5. Shading check: smooth shading + Weighted Normal (keep sharp). There must be no gradients across flat faces. View with a matcap or look in solid shading.
  6. QA with blender-asset-qa, then apply the stack only on an export copy (--apply), keeping the editable source.

Stack rules

  • Booleans: put cutters in a Cutters collection with display WIRE and hide_render=True. Solver: EXACT (robust default), MANIFOLD (much faster, but inputs must be closed manifold), FLOAT (legacy fast, fragile with coplanar faces). With many cutters, use operand_type="COLLECTION".
  • Avoid coplanar boolean faces: extend cutters slightly past the surface. They also cause z-fighting.
  • Bevel: limit_method="ANGLE" (30°), or "WEIGHT" with a bevel_weight_edge attribute for hand-picked edges. Turn on use_clamp_overlap, harden_normals=True, miter_outer="MITER_ARC". Width ≈ 0.5–2% of the part's size, kept consistent across the asset.
  • Weighted Normal after Bevel: mode="FACE_AREA", keep_sharp=True, weight 50. Needs smooth faces (remove the sharp_face attribute or call shade_smooth).
  • Smooth by Angle (4.1+, replaces auto smooth): bpy.ops.object.shade_auto_smooth(angle=rad) adds a GN modifier, or shade_smooth_by_angle sets sharp_edge destructively.
  • Mirror: use_clip=True, use_mirror_merge=True. Model one half only at x ≥ 0.
  • Subdivision: hold edges with support loops (a loop 1–5% of the face width from the edge) or crease_edge (0–1). Turn on use_limit_surface. Don't use creases if the asset goes to an engine.
  • Triangulate only for export/baking (keep_custom_normals=True, BEAUTY). Triangulating the bake mesh and the export mesh identically keeps normal maps synced.

Topology rules

  • N-gons: fine on flat, non-deforming faces in mid-poly/game meshes. Never use them on curved surfaces or anything that subdivides or deforms.
  • Poles (5+ edges) should sit on flat areas, never on a curvature peak or bevel.
  • Cylinder segments by on-screen size: small (bolts) 6–8, medium (handles) 12–16, large (barrels) 24–32, hero/close-up 48+. Use multiples of 4 or 8 so booleans/mirrors line up with existing loops.
  • No long, thin triangles across visible curved areas (shading and LOD artifacts).
  • Panel lines: inset + extrude in (mid-poly) or a boolean groove on the high-poly, then bake.
  • Spend density where the silhouette needs it, not on flat faces.

Edge/face attributes from Python (4.0+ names)

me = ob.data
bw = me.attributes.get("bevel_weight_edge") or me.attributes.new("bevel_weight_edge", "FLOAT", "EDGE")
cr = me.attributes.get("crease_edge") or me.attributes.new("crease_edge", "FLOAT", "EDGE")
sh = me.attributes.get("sharp_edge") or me.attributes.new("sharp_edge", "BOOLEAN", "EDGE")
bw.data[edge_index].value = 1.0; sh.data[edge_index].value = True
me.edges[edge_index].use_seam = True          # seams are still an edge property

Select sharp edges by angle in bmesh: e.calc_face_angle(0) > math.radians(30).

Gotchas

  • A bevel that looks blobby or flips usually means unapplied/non-uniform scale or overlapping geometry (turn on clamp).
  • A Boolean that returns nothing or garbage: the cutter isn't closed/manifold (Exact copes, Manifold fails), or its normals are inverted.
  • Weighted Normal has no effect: faces are flat-shaded, or an earlier modifier destroyed the custom normals.
  • 5.2: the GN Mesh Bevel node exists for procedural bevels inside node trees (blender-geometry-nodes).
  • Trim-sheet/mid-poly assets: UVs go to the trim strips (blender-retopology-uv) and materials tile (blender-pbr-materials).

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

Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops, NLA clips, pose library, mocap/BVH retargeting via constraints, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone naming/roll/collections, DEF/MCH/control layers, IK/FK, robust skinning (heat + proxy fallback), weight-painting rules, correctives, engine game skeletons (Unity, Unreal, Roblox R15), rig validation and deformation stress tests. Use for armature, skinning or weights tasks.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

Foundation for any Blender 5.2+ task an agent drives - running bpy via MCP (live) or headless CLI, context overrides, locale-safe node lookup, enum discovery, 5.x API changes, verification. Use first for any Blender, bpy, .blend or 3D-asset request; routes to the specialized blender-* skills.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD. Scale/axes, smoothing, tangents, leaf bones, clips, batch export, post-export verification. Use whenever an asset leaves Blender.

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

EL4CTEO/blender-skills456Updated Oct 20, 2026

See all skills by EL4CTEO

Report a problem with this skill