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.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill vehicle-artist --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: vehicle-artist
description: 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.
license: MIT
metadata:
author: https://github.com/arjun988
version: "1.0.0"
domain: blender
role: specialist
triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork
related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline
---
# Vehicle Artist
Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.
## When to Use
- Cars, trucks, bikes, aircraft, boats, ships
- Mechs and large mechanical walkers
- Transit / industrial vehicles
- When vehicle work should not live under generic hard-surface
## Design Principles
1. **Proportion blockout first** — Wheelbase, cabin, mass distribution
2. **Centerline symmetry** — Mirror early; break only for damage/wear
3. **Panel flow** — Seams follow stamped/assembled construction
4. **Functional readability** — Lights, intakes, doors, wheels read clearly
5. **Separate systems** — Body, wheels, glass, interior, lights as objects
## Workflow
```
Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
→ Panel breaks → Booleans/cutters → Bevels → Glass/lights
→ Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export
```
## Blockout Checklist
- [ ] Overall length / width / height locked
- [ ] Wheel size and stance correct
- [ ] Cabin / canopy silhouette readable
- [ ] Ground clearance intentional
- [ ] Symmetry axis established
## Object Split (Game)
| Object | Why |
|--------|-----|
| `SM_Vehicle_Body` | Main shell |
| `SM_Vehicle_Wheel_*` | Spin / steer |
| `SM_Vehicle_Glass` | Transparency / sorting |
| `SM_Vehicle_Light_*` | Emissive materials |
| `SM_Vehicle_Interior` | Cull on distant LODs |
## LOD Guidance
| LOD | Focus |
|-----|-------|
| LOD0 | Full panels, interior if visible |
| LOD1 | Simplified panels, remove micro |
| LOD2 | Body + wheels + glass only |
| LOD3 | Impostor / ultra-low hull |
Use `lod-pipeline` for generation and validation.
## Collision
- Simple convex hulls per major volume
- Wheel capsules/cylinders separate if physics-driven
- See `collision-proxy`
## Constraints
### MUST DO
- Lock proportions before panel detail
- Keep wheels as separate objects when animated
- Plan LODs and collision with body
### MUST NOT DO
- Detail interior before exterior silhouette
- Boolean chaos without cutter collection
- Single merged mesh for all systems on game vehicles
## Reference Guide
| Topic | Reference | Load When |
|-------|-----------|----------|
| Proportion Blockout | `references/proportion-blockout.md` | When needed |
| Vehicle Object Split | `references/vehicle-object-split.md` | When needed |
| Vehicle Lod Targets | `references/vehicle-lod-targets.md` | When needed |
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