Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
中文简介正在准备中。当前显示原文说明。
94 个(arjun988 的仓库) · 按人气排序
Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
中文简介正在准备中。当前显示原文说明。
Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.
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。
Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.
中文简介正在准备中。当前显示原文说明。
Sci-fi and punk world art direction for Blender including hard sci-fi, space, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, and clockpunk.
中文简介正在准备中。当前显示原文说明。
Vector-clean art direction for Blender with flat fills, sharp silhouettes, and UI-like graphic clarity.
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。
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。
Painterly art direction spanning watercolor and oil-painting looks for Blender using soft edges, pigment texture, and illustrative lighting.
中文简介正在准备中。当前显示原文说明。
PS1/PSX-era horror art direction combining low-poly affine textures, limited color depth, fog, and psychological horror staging for Blender assets.
中文简介正在准备中。当前显示原文说明。
Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.
中文简介正在准备中。当前显示原文说明。
Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.
中文简介正在准备中。当前显示原文说明。
Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
中文简介正在准备中。当前显示原文说明。
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender 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。
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。
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。
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。
Noir art direction for Blender with high-contrast lighting, wet streets, silhouettes, and monochrome or limited-color grading.
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。
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.
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。
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。