Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add arjun988/blender-skills --skill character-artistgit clone --depth 1 https://github.com/arjun988/blender-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/arjun988/blender-skills/character-artist)<a href="https://agentmods.dev/skills/arjun988/blender-skills/character-artist"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/character-artist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/arjun988/blender-skills/character-artist"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/character-artist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00043 | $0.00972 |
| Opus 5 | $0.00022 | $0.00486 |
| Sonnet 5 | $0.00009 | $0.00194 |
| Haiku 4.5 | $0.00004 | $0.00097 |
Grade A, and why
character-artist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Character Artist
Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.
When to Use
- Human/humanoid character creation
- Facial topology for expressions
- Clothing and accessory modeling
- Hair card systems or stylized hair
- Character proportion and stylization
Workflow
Reference → Proportion Blockout → Body Forms → Limb Connection
→ Facial Features → Edge Loop Planning → Detail Pass
→ Clothing (separate mesh) → UV Handoff → Rig Handoff
Proportion Standards
| Type | Head Units | Notes |
|---|---|---|
| Realistic adult | 7.5–8 heads | Hero characters |
| Stylized | 4–6 heads | Exaggerated features |
| Heroic | 8–9 heads | Action games |
Always block proportions before detail.
Edge Loop Strategy
Critical loop locations:
- Eyes: concentric loops for blink/expression
- Mouth: 3-loop minimum for lip deformation
- Jaw: loop following jaw line for open/close
- Shoulders: deltoid loop for arm raise
- Elbows/knees: 3-loop pinching pattern
- Hips: loop for leg spread
See references/facial-topology.md for face-specific loops.
Facial Structure
- Eye socket: recessed; brow ridge defined
- Nose: bridge width matches inner eye distance (realistic)
- Mouth: lower lip fuller than upper (realistic)
- Ear: aligns eye brow to nose base
- Skull underlying forms visible in stylization
Clothing Workflow
- Model body first (or use mannequin)
- Duplicate body faces for clothing base
- Solidify/extrude for cloth thickness
- Separate mesh:
SM_Char_[Name]_Body,SM_Char_[Name]_Cloth_[Piece] - Cloth does NOT share UVs with body
- Weight paint transfers from body (via rigging skill)
Hair Approaches
| Method | Use Case | Skill |
|---|---|---|
| Hair cards | Game-realistic | uv-workflow + texture-workflow |
| Strand curves | Cinematic | particle/curve systems |
| Stylized mesh | Lowpoly/stylized | blender-modeler |
| Sculpted | Hero bake | sculpting → retopology |
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 129 lines · 43 tokens per session scan A bf51f1a2be3e
character-artist is a skill published in the GitHub repository arjun988/blender-skills (182 stars, last pushed 2mo ago), licensed MIT. It adds 43 tokens to every session and 972 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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