prop-artist
Creates 3D models of everyday objects like furniture and tools for games and animations in Blender.
Installation
Paste this into Claude Code, Cursor, or any agent that can run commands.
SKILL.mdShow the author's original SKILL.md
--- 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 |
Ships with 3 supporting files:
- references/everyday-prop-checklist.md
- references/kitbash-library.md
- references/prop-tiers.md
Mirrored from the author's public source. Install counts from the open skills registry.