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character-artist

AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

연동 도구Blender

실행 점수 미검증

설치 방법 보기

포함된 파일(3)

  • SKILL.md4.1 KB
  • references/body-proportions.md484 B
  • references/facial-topology.md1.1 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Character Artist

Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.

When to Use

  • Human/humanoid character creation
  • Facial topology for expressions
  • Clothing and accessory modeling
  • Hair card systems or stylized hair
  • Character proportion and stylization

Workflow

Reference → Proportion Blockout → Body Forms → Limb Connection
    → Facial Features → Edge Loop Planning → Detail Pass
    → Clothing (separate mesh) → UV Handoff → Rig Handoff

Proportion Standards

TypeHead UnitsNotes
Realistic adult7.5–8 headsHero characters
Stylized4–6 headsExaggerated features
Heroic8–9 headsAction games

Always block proportions before detail.

Edge Loop Strategy

Critical loop locations:

  • Eyes: concentric loops for blink/expression
  • Mouth: 3-loop minimum for lip deformation
  • Jaw: loop following jaw line for open/close
  • Shoulders: deltoid loop for arm raise
  • Elbows/knees: 3-loop pinching pattern
  • Hips: loop for leg spread

See references/facial-topology.md for face-specific loops.

Facial Structure

  • Eye socket: recessed; brow ridge defined
  • Nose: bridge width matches inner eye distance (realistic)
  • Mouth: lower lip fuller than upper (realistic)
  • Ear: aligns eye brow to nose base
  • Skull underlying forms visible in stylization

Clothing Workflow

  1. Model body first (or use mannequin)
  2. Duplicate body faces for clothing base
  3. Solidify/extrude for cloth thickness
  4. Separate mesh: SM_Char_[Name]_Body, SM_Char_[Name]_Cloth_[Piece]
  5. Cloth does NOT share UVs with body
  6. Weight paint transfers from body (via rigging skill)

Hair Approaches

MethodUse CaseSkill
Hair cardsGame-realisticuv-workflow + texture-workflow
Strand curvesCinematicparticle/curve systems
Stylized meshLowpoly/stylizedblender-modeler
SculptedHero bakesculpting → retopology

Animation-Ready Requirements

  • Quad-dominant topology on deformation zones
  • No poles on primary deformation areas (relocate to hidden zones)
  • Even edge length in face/neck/joints
  • Separate objects for swap-able parts (head, hands, gear)

MCP Integration

  1. Create base mannequin/blockout via MCP
  2. Build body with mirror modifier via MCP
  3. Query topology (face count, edge flow) at checkpoints
  4. Separate clothing meshes via MCP
  5. Organize character collection hierarchy

Constraints

MUST DO

  • Establish proportions before facial detail
  • Plan edge loops for planned deformations
  • Separate clothing/accessories as unique meshes
  • Match style skill direction (stylized vs realistic)
  • Validate topology before rigging handoff

MUST NOT DO

  • Triangles on primary deformation surfaces
  • Poles at corner of mouth or inner eye
  • Single mesh for body + hard surface armor (separate)
  • Skip reference for facial likeness work
  • Over-poly face before LOD planning

Reference Guide

TopicReferenceLoad When
Facial topologyreferences/facial-topology.mdFace modeling
Body proportionsreferences/body-proportions.mdBlockout
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleAdjustment
realistic-styleFull anatomy; 8-head proportion
stylized-styleExaggerated features; 4–5 heads
lowpoly-styleMinimal loops; painted detail
horror-styleUncanny proportions; asymmetry

리뷰

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