Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say ...
Scanned 5/27/2026
Install to Claude Code
npx -y skills add RobLe3/cc-blender-skill --skill blender-modeling --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Blender Modeling?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/roble3-blender-modeling)More formats (shields.io, HTML) on the badges page.
---
name: blender-modeling
description: Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
when_to_use: Any geometry creation, mesh edit, or modifier stack work in Blender. Not for wireframe → 3D conversion (use wireframe-to-3d) and not for sculpting strokes (Blender's sculpt mode is gestural, not text-driven).
allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info
---
# Blender Modeling
Create geometry in Blender via natural language. You emit Python code that the Blender MCP executes; the patterns below cover the common 80%.
## Decision tree
```
What kind of geometry?
├── Hard-surface (vehicles, weapons, architecture, props)
│ → Cube primitive + Bevel + SubSurf modifier stack
│ → See "Hard-surface stack" recipe
│
├── Organic (characters, creatures, plants — block-out only)
│ → Ico Sphere + sculpting (or Voxel Remesh for shape)
│ → For sculpting strokes, redirect: it's gestural, not text-driven
│
├── Architectural / repeating (fences, columns, tile)
│ → Plane/Cube + Array modifier (+ Curve modifier for paths)
│ → See "Array along curve" recipe
│
├── Cylindrical (pipes, columns, bottles)
│ → Cylinder primitive, or Curve + bevel_object
│ → See "Sweep along path" — covered in wireframe-to-3d if needed
│
├── Holes / cuts in existing geometry
│ → Boolean modifier (DIFFERENCE)
│ → See "Boolean cut" recipe
│
└── Quick block-out from primitives only
→ Multiple primitive_*_add calls
→ See "Block-out scene" recipe
```
## Code-execution rules (recap)
- Each `mcp__blender__execute_blender_code` call gets a fresh Python namespace. Re-import everything; identify objects by `bpy.data.objects['name']`.
- Always name objects with `GEO-` prefix. Never leave `Cube.027`.
- Print structured output back so you can parse results.
- Chunk long sequences into multiple calls.
## Recipes
### Critical: axis orientation for elongated objects
For any **elongated/asymmetric** subject (sword blade, knife, bottle, plank, bone, screwdriver tip, etc.), three axes have **different meaning**:
- **Long axis** — the length of the object (78cm for a sword blade)
- **Broad axis** — the wider face axis, what's visible from the "useful" viewing angle (4.5cm for a blade — the flat side you'd lay on a table)
- **Thin axis** — the narrower cross-section axis (0.8cm for a blade — the cutting edge)
**Always orient elongated objects so the broad axis faces the camera in hero shots.** A sword viewed edge-on (camera looking down the thin axis) renders as a thin pole and looks nothing like a sword. The recipes below use this convention:
| Convention | X (left-right of object's local space) | Y (front-back of object's local space) | Z (up-down) |
|------------|---------------------------------------|---------------------------------------|-------------|
| Sword blade | thin (0.8cm) | broad (4.5cm) | long (78cm) — vertical |
| Knife blade | thin | broad | long — horizontal |
| Plank | thin | broad | long |
| Bottle | symmetric (radius) | symmetric (radius) | long (height) |
After building, **rotate the object** so the broad axis points roughly toward the camera. For a sword standing upright with camera in front (camera in -Y direction): rotate the blade 90° around Z so its local Y (broad) → world X, then the broad face is visible from the camera's perspective.
### Critical: connecting parts smoothly (no visible seams)
When assembling a multi-part subject (sword = blade + guard + grip + pommel; chair = seat + back + 4 legs), separate primitives **abutting at exactly-aligned face boundaries leave visible seams** even though the math says they touch. Worse — different shape primitives (cylinder grip into cube guard) produce obvious "cylinder-on-rectangle" boundaries.
Two fixes, used together:
**1. Overlap parts deeply at joins.** Make adjacent primitives interpenetrate by 5–15mm at every connection. The hidden volume disappears inside the larger part, leaving no visible seam.
```python
# Sword example: grip extends 1.5cm INTO the guard above and 1cm INTO the pommel below
GRIP_OVERLAP_INTO_GUARD = 0.015
GRIP_OVERLAP_INTO_POMMEL = 0.010
grip_total_len = GRIP_VISIBLE_LEN + GRIP_OVERLAP_INTO_GUARD + GRIP_OVERLAP_INTO_POMMEL
```
The cylinder grip's top 1.5cm is *inside* the guard cube — not visible from outside, so the transition you see is just gold-guard surface, no cylinder-meeting-rectangle artifact.
**2. Apply `shade_smooth()` to rounded parts** (cylinders, spheres, organic shapes). Shaded-flat cylinders show every facet boundary; smooth-shaded ones look continuous. Cubes and beveled hard-surface parts can stay shaded flat (or be partially smoothed via Auto Smooth on Blender 4.x; Blender 5.x removed `Mesh.use_auto_smooth` so use modifier-based smoothing or per-face flags).
```python
# After creating each rounded primitive
bpy.ops.object.shade_smooth()
```
**Anti-pattern** (visible seams):
```python
# ❌ Pieces abut exactly — visible seam where surfaces meet
pommel_z = -GRIP_LEN/2 - POMMEL_R # pommel top exactly at grip bottom
guard_z = GRIP_LEN/2 + GUARD_H/2 # guard bottom exactly at grip top
# Result: clear line where each pair of surfaces meets
```
**Correct** (hidden seams via overlap):
```python
# ✓ Pieces overlap by ~5-15mm; junction lines are inside other geometry
pommel_z = -GRIP_LEN/2 - POMMEL_R + 0.010 # pommel pushed up 1cm into grip
guard_z = GRIP_LEN/2 + GUARD_H/2 - 0.015 # guard pushed down to envelope grip top
```
For a **truly seamless** join (high-quality renders), Boolean Union the same-material parts: e.g. Boolean Union pommel + grip into a single mesh would eliminate the seam entirely. But this only works when both parts use the same material.
### Critical: tapering to a point (for blade tips)
Don't just scale the top vertices toward zero — that produces a "chiseled flat" tip. **Pinch all top vertices to a single point** and merge them:
```python
import bpy
import bmesh
obj = bpy.data.objects['GEO-blade']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()
# Find vertices at the top (highest local Z)
max_z = max(v.co.z for v in bm.verts)
top_verts = [v for v in bm.verts if abs(v.co.z - max_z) < 0.001]
# Collapse them to centerline
for v in top_verts:
v.co.x = 0.0
v.co.y = 0.0
bmesh.update_edit_mesh(obj.data)
# Merge the now-coincident vertices into a true single point
bpy.ops.mesh.select_all(action='DESELECT')
for v in top_verts:
v.select = True
bmesh.update_edit_mesh(obj.data)
bpy.ops.mesh.remove_doubles(threshold=0.001)
bpy.ops.object.mode_set(mode='OBJECT')
print(f"tapered:{obj.name}")
```
This produces a true geometric point. Without `remove_doubles`, the four collapsed verts stay as four distinct points at the same coordinate — the tip looks visually pointed but is degenerate topology.
### Recipe 1 — Add a primitive with a clean name
```python
import bpy
# Add cube
bpy.ops.mesh.primitive_cube_add(size=2.0, location=(0, 0, 1))
obj = bpy.context.active_object
obj.name = 'GEO-base_box'
print(f"created:{obj.name} verts:{len(obj.data.vertices)}")
```
Replace `primitive_cube_add` with: `_plane_`, `_uv_sphere_`, `_ico_sphere_`, `_cylinder_`, `_cone_`, `_torus_`, `_monkey_`. Each takes appropriate arguments (`radius`, `depth`, `vertices`, `segments`, `subdivisions`).
### Recipe 2 — Hard-surface stack (the "Bevel + SubSurf" pattern)
```python
import bpy
obj = bpy.data.objects['GEO-base_box']
# 1. Bevel modifier — round the sharp edges
bevel = obj.modifiers.new('Bevel', type='BEVEL')
bevel.width = 0.02 # 2 cm round-over
bevel.segments = 3 # smoothness
bevel.limit_method = 'ANGLE' # only bevel edges sharper than threshold
bevel.angle_limit = 0.523599 # 30° in radians
# 2. Subdivision Surface AFTER bevel (critical order)
subsurf = obj.modifiers.new('SubSurf', type='SUBSURF')
subsurf.levels = 2
subsurf.render_levels = 3
# 3. Smooth shading
bpy.context.view_layer.objects.active = obj
bpy.ops.object.shade_smooth()
print(f"hardsurface:{obj.name}")
```
**Critical**: Bevel before SubSurf. Reverse this and you get pinching artifacts.
### Recipe 3 — Edit-mode operations (extrude, inset, loop cut)
```python
import bpy
obj = bpy.data.objects['GEO-base_box']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
# Select all faces, then extrude up by 1m
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.extrude_region_move(
TRANSFORM_OT_translate={'value': (0, 0, 1.0)}
)
# Inset all selected faces by 0.1m
bpy.ops.mesh.inset(thickness=0.1, depth=0)
# Add a loop cut around the middle
bpy.ops.mesh.loopcut_slide(
MESH_OT_loopcut={'number_cuts': 1, 'edge_index': 0},
TRANSFORM_OT_edge_slide={'value': 0.0},
)
bpy.ops.object.mode_set(mode='OBJECT')
print(f"edited:{obj.name} verts:{len(obj.data.vertices)}")
```
### Recipe 4 — Boolean cut (drilling a hole)
```python
import bpy
target = bpy.data.objects['GEO-base_box']
cutter = bpy.data.objects.get('GEO-cutter')
if cutter is None:
bpy.ops.mesh.primitive_cylinder_add(radius=0.3, depth=3.0, location=(0, 0, 1))
cutter = bpy.context.active_object
cutter.name = 'GEO-cutter'
# Apply boolean
mod = target.modifiers.new('Boolean', type='BOOLEAN')
mod.operation = 'DIFFERENCE'
mod.object = cutter
mod.solver = 'EXACT'
bpy.context.view_layer.objects.active = target
bpy.ops.object.modifier_apply(modifier=mod.name)
# Hide cutter from render
cutter.hide_viewport = True
cutter.hide_render = True
print(f"booleaned:{target.name}")
```
### Recipe 5 — Mirror modifier (only model half)
```python
import bpy
obj = bpy.data.objects['GEO-character_half']
mod = obj.modifiers.new('Mirror', type='MIRROR')
mod.use_axis[0] = True # mirror across X
mod.use_clip = True # snap vertices on axis
mod.use_mirror_merge = True
mod.merge_threshold = 0.001
print(f"mirrored:{obj.name}")
```
Place Mirror **first** in the stack (before Bevel/SubSurf).
### Recipe 6 — Array along curve (chains, fences, beads)
```python
import bpy
# 1. The base unit
bpy.ops.mesh.primitive_cube_add(size=0.2, location=(0, 0, 0))
unit = bpy.context.active_object
unit.name = 'GEO-bead'
# 2. The path (assume it exists; user provides or we add a Bezier)
path = bpy.data.objects.get('GEO-path')
if path is None:
bpy.ops.curve.primitive_bezier_curve_add()
path = bpy.context.active_object
path.name = 'GEO-path'
# 3. Array modifier (count or fit to length)
arr = unit.modifiers.new('Array', type='ARRAY')
arr.fit_type = 'FIT_CURVE'
arr.curve = path
arr.relative_offset_displace = (1.0, 0, 0)
# 4. Curve modifier — bends the array along the path
crv = unit.modifiers.new('Curve', type='CURVE')
crv.object = path
crv.deform_axis = 'POS_X'
print(f"arrayed:{unit.name}")
```
### Recipe 7 — Block-out (rapid composition test)
```python
import bpy
# Floor
bpy.ops.mesh.primitive_plane_add(size=10)
bpy.context.active_object.name = 'GEO-floor'
# Hero subject
bpy.ops.mesh.primitive_cube_add(size=1.5, location=(0, 0, 0.75))
bpy.context.active_object.name = 'GEO-subject'
# Background prop
bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(2, 1.5, 1))
bpy.context.active_object.name = 'GEO-prop_pillar'
print('blockout:done')
```
### Recipe 8 — Cleanup after curve→mesh or boolean
```python
import bpy
obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.shade_smooth()
print(f"cleanup:{obj.name} verts:{len(obj.data.vertices)}")
```
## Modifier stack order (memorize this)
```
Mirror → Array → Solidify → Bevel → Subdivision Surface → (Boolean if needed)
```
Wrong order = artifacts. The single most common amateur mistake is SubSurf before Bevel.
## Common pitfalls
| Symptom | Fix |
|---------|-----|
| Default-cube look | Add Bevel (0.02m, 3 segments) and SubSurf |
| Sharp pinch on round shapes | Bevel before SubSurf, not after |
| Black faces in render | Recompute normals (`mesh.normals_make_consistent`) |
| Boolean creates n-gons | Apply Bool, switch to Edit, fix to quads, then SubSurf |
| Symmetry breaks | Use Mirror modifier, not duplicate-and-flip |
| Mesh has hidden interior faces | `Mesh → Clean Up → Delete Loose` |
## When to load `references/overview.md`
Load when:
- The recipes here don't match the request (need bmesh-level precision, custom ops)
- Topology requirements are stricter than usual (animation-ready, game LODs)
- Performance matters (foreach_set, batch ops needed)
- The user references operators not in the recipes
The reference covers: bmesh.ops cookbook, all `bpy.ops.mesh.*` operators worth knowing, hard-surface workflow with MESHmachine-style chamfering, retopology guidelines, mesh-clean checklist.
## What this skill is NOT for
- Wireframe drawing → 3D model: use `wireframe-to-3d`
- Sculpting strokes: Blender's sculpt mode is gestural; can't be driven well from text
- Sweep-along-path / lofting / curve-driven shapes: covered in `wireframe-to-3d/references/blender-patterns.md`
- Materials / lighting / rendering: redirect to those skills
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!