blender-hardsurface-modeling
Installation
SKILL.md
Hard-Surface Modeling
The execution model is in blender-core. Run blender-asset-qa after every modeling pass.
Pick the workflow first
| Workflow | When | Output |
|---|---|---|
| Mid-poly (bevel + weighted normals, no bake) | modern games, props seen up close, fast iteration | game 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, film | smooth surfaces, edges held by loops/creases |
Procedure
- Blockout at real scale (
ob.dimensions) from primitives. Settle the silhouette and proportions before any detail. Check against references. - Apply scale (
transform_apply(scale=True)) before bevels, booleans or solidify, because modifier distances use object space. - 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.
- 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). - Shading check: smooth shading + Weighted Normal (keep sharp). There must be no gradients across flat faces. View with a matcap or
lookinsolidshading. - QA with
blender-asset-qa, then apply the stack only on an export copy (--apply), keeping the editable source.