Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
中文简介正在准备中。当前显示原文说明。
Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
中文简介正在准备中。当前显示原文说明。
Minimalist and abstract-leaning art direction for Blender with reduced forms, limited palettes, and negative space.
中文简介正在准备中。当前显示原文说明。
Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
中文简介正在准备中。当前显示原文说明。
Indie horror aesthetic pack for Blender covering Silent Hill, Fear to Fathom, Puppet Combo, corporate horror, cabin/forest/hospital horror, and related looks.
中文简介正在准备中。当前显示原文说明。
Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.
中文简介正在准备中。当前显示原文说明。
Mascot and puppet horror art direction for Blender with cheerful brand characters made wrong, felt/foam materials, and uncanny performance.
中文简介正在准备中。当前显示原文说明。
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
中文简介正在准备中。当前显示原文说明。
Stop-motion and craft aesthetics for Blender including claymation, paper craft, and handmade physical-material cues.
中文简介正在准备中。当前显示原文说明。
Production QA gate for Blender assets using viewport screenshots, validation checklists, naming audits, and ship/no-ship verdicts via MCP.
中文简介正在准备中。当前显示原文说明。
Historical and period world art direction for Blender including Western, pirate, samurai/ninja, Viking, ancient Egypt/Greece/Rome, Victorian, modern, and military eras.
中文简介正在准备中。当前显示原文说明。
Liminal space and Backrooms art direction for Blender with empty transitional architecture, wrong familiarity, and endless repetition.
中文简介正在准备中。当前显示原文说明。
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
中文简介正在准备中。当前显示原文说明。
Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization. Use for cinematic and AAA game realism.
中文简介正在准备中。当前显示原文说明。
Manga-inspired art direction for Blender emphasizing monochrome value design, speed lines, screentone feel, and manga panel staging.
中文简介正在准备中。当前显示原文说明。
Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.
中文简介正在准备中。当前显示原文说明。
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
中文简介正在准备中。当前显示原文说明。
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
中文简介正在准备中。当前显示原文说明。
Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.
中文简介正在准备中。当前显示原文说明。
Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
中文简介正在准备中。当前显示原文说明。
Neon, vaporwave, synthwave, and retrofuturistic mood/art direction for Blender with grid horizons, chrome, and dusk palettes.
中文简介正在准备中。当前显示原文说明。