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prop-artist

面向 Blender 道具建模的设计指导 Skill,覆盖家具、工具、容器、日常物件与 kitbash 部件;强调真实尺度、剪影可读性、磨损层级、部件拆分与轴心设置,给出 Hero/Standard/Background 三档面数与细节指引、kitbash 命名与集合约定,以及向 UV、材质、布景和优化环节的交接说明。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:03
分类:创作依赖:纯提示词应用场景:工作流 / 模板

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/prop-artist
Metadata
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