character-artist

character-artist is a skill for Claude Code from arjun988/blender-skills. It costs 43 tokens per session (972 once invoked), scanned A, original, MIT.

A Blender workflow for building human or humanoid 3D characters, including body proportions, faces, clothing, hair, and meshes prepared for animation.

In plain words
What is it for?
Use it to create realistic or stylized game and animation characters, facial expressions, clothing, hair-card systems, and production-ready character meshes.
Why use it?
It gives character work a clear order from rough proportions to detailed modeling and helps place mesh edges where faces and joints need to move.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Use it to create realistic or stylized game and animation characters, facial expressions, clothing, hair-card systems, and production-ready character meshes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/character-artist
Install

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.

Any agent
npx skills add arjun988/blender-skills --skill character-artist
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote 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.

agentmods badge for character-artist

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/character-artist/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/character-artist)
Your own site
<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.

agentmods 80×15 button for character-artist

Your own site · 80×15
<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>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 972 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash bf51f1a2be3e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.claude/skills/character-artist/SKILL.md · 129 lines

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

  1. Model body first (or use mannequin)
  2. Duplicate body faces for clothing base
  3. Solidify/extrude for cloth thickness
  4. Separate mesh: SM_Char_[Name]_Body, SM_Char_[Name]_Cloth_[Piece]
  5. Cloth does NOT share UVs with body
  6. 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

Read the full file on GitHub · 129 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 129 lines · 43 tokens per session scan A bf51f1a2be3e

Subscribe to this mod's changes

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.