
Claude Skills by arjun988
github.com/arjun988Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
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.
Manga-inspired art direction for Blender emphasizing monochrome value design, speed lines, screentone feel, and manga panel staging.
Mascot and puppet horror art direction for Blender with cheerful brand characters made wrong, felt/foam materials, and uncanny performance.
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.
Minimalist and abstract-leaning art direction for Blender with reduced forms, limited palettes, and negative space.
Neon, vaporwave, synthwave, and retrofuturistic mood/art direction for Blender with grid horizons, chrome, and dusk palettes.
Noir art direction for Blender with high-contrast lighting, wet streets, silhouettes, and monochrome or limited-color grading.
Painterly art direction spanning watercolor and oil-painting looks for Blender using soft edges, pigment texture, and illustrative lighting.
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
Pixel-art and texel-constrained art direction for Blender assets destined for pixel rendering, low-res textures, or HD-2D-adjacent pixel reads.
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.
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.
PS1/PSX-era horror art direction combining low-poly affine textures, limited color depth, fog, and psychological horror staging for Blender assets.
Production QA gate for Blender assets using viewport screenshots, validation checklists, naming audits, and ship/no-ship verdicts via MCP.
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.
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.
Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.
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.
Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.
Sci-fi and punk world art direction for Blender including hard sci-fi, space, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, and clockpunk.
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
Stop-motion and craft aesthetics for Blender including claymation, paper craft, and handmade physical-material cues.
Stylized art direction for Blender with shape language, exaggeration, color harmony, NPR rendering, and hand-painted asset workflows. Use for non-photorealistic game and animation projects.
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.
Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
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.
Vector-clean art direction for Blender with flat fills, sharp silhouettes, and UI-like graphic clarity.
Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.
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.
Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.
Visual era art direction for Blender covering PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation.
Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.