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.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill prop-artist --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: prop-artist
description: 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.
license: MIT
metadata:
author: https://github.com/arjun988
version: "1.0.0"
domain: blender
role: specialist
triggers: prop, props, furniture, chair, table, bottle, tool, kitbash, household, everyday object, hero prop, set prop
related-skills: blender-modeler, hard-surface, materials, uv-workflow, asset-optimization, set-dressing
---
# Prop Artist
Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.
## When to Use
- Furniture, tools, containers, electronics, household objects
- Hero interactive props and background set dressing pieces
- Kitbash libraries (handles, brackets, panels, fasteners)
- When hard-surface sci-fi language would feel wrong
## Design Principles
1. **Real-world scale** — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
2. **Silhouette readability** — Reads at game camera distance
3. **Wear hierarchy** — Contact edges dirty; protected faces cleaner
4. **Part logic** — Separate meshes where materials or LODs differ
5. **Pivot correctness** — Floor contact, grip, hinge, or socket as needed
## Workflow
```
Reference → Scale blockout → Primary volumes → Secondary forms
→ Edge bevels → Wear/damage → UVs → Materials → Optimize → Export
```
## Prop Tiers
| Tier | Tris (guide) | Detail | Use |
|------|--------------|--------|-----|
| Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups |
| Standard | 500–2k | Clean forms, shared mats | Midground |
| Background | 100–500 | Block forms, atlas mats | Far / dense dressing |
## Kitbash Rules
- Name parts `SM_KB_[Category]_[Part]`
- Keep origins at logical attach points
- Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
- Collection: `COL_Kitbash_[Set]`
## Material Guidance
- Limit unique materials; atlas where possible
- Separate glass / emissive / opaque when needed for engine
- Wear via roughness/AO, not only albedo dirt
## Handoff
- UVs → `uv-workflow`
- Look → `materials` / `lookdev`
- Placement → `set-dressing`
- Ship → `asset-optimization` → `export-pipeline` or engine export skill
## Constraints
### MUST DO
- Set real-world scale before detailing
- Place pivot intentionally
- Match prop tier to camera distance
### MUST NOT DO
- Over-greeble everyday objects
- Use sci-fi panel language on mundane props
- Skip collision planning for interactables
## Reference Guide
| Topic | Reference | Load When |
|-------|-----------|----------|
| Prop Tiers | `references/prop-tiers.md` | When needed |
| Kitbash Library | `references/kitbash-library.md` | When needed |
| Everyday Prop Checklist | `references/everyday-prop-checklist.md` | When needed |
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