hard-surface

hard-surface is a skill for Claude Code from arjun988/blender-skills. It costs 54 tokens per session (1,304 once invoked), scanned A, original, MIT.

A Blender workflow for modeling crisp mechanical objects such as vehicles, weapons, robots, industrial equipment, and sci-fi props.

In plain words
What is it for?
Use it for blockouts, boolean cuts, bevels, panel lines, vents, bolts, greebles, UV planning, materials, and export preparation.
Why use it?
It keeps hard-surface models structurally believable, cleanly detailed, and readable from a distance.

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 for blockouts, boolean cuts, bevels, panel lines, vents, bolts, greebles, UV planning, materials, and export preparation.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/hard-surface/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/hard-surface)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/hard-surface"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/hard-surface/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 hard-surface

Your own site · 80×15
<a href="https://agentmods.dev/skills/arjun988/blender-skills/hard-surface"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/hard-surface.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,304 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 $0.00054 $0.01304
Opus 5 $0.00027 $0.00652
Sonnet 5 $0.00011 $0.00261
Haiku 4.5 $0.00005 $0.00130

Measured 9d ago against content hash 353ea5be095f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

hard-surface 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 9d 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/hard-surface/SKILL.md · 171 lines

How it starts

The opening of the file, as written. The whole thing — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

  1. Primary forms first — Silhouette reads at distance
  2. Manufacturing logic — Panel breaks follow construction seams
  3. Surface hierarchy — Primary > Secondary > Tertiary > Micro (greebles)
  4. Functional readability — Every form suggests purpose
  5. Edge consistency — Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep

Boolean rules:

  • Cutter objects named SM_Cutter_[Feature]
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

Detail Tier Bevel Width Segments
Primary edges 0.005–0.02m 2–3
Panel lines 0.001–0.003m 1–2
Micro detail 0.0005–0.001m 1
  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Techniques (prefer non-destructive):

  1. Inset faces + slight extrude inward
  2. Knife cuts on flat panels
  3. Boolean with thin cutter boxes
  4. Normal map detail for distant panels

Read the full file on GitHub · 171 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. 9d ago First seen · 171 lines · 54 tokens per session scan A 353ea5be095f

Subscribe to this mod's changes

hard-surface is a skill published in the GitHub repository arjun988/blender-skills (178 stars, last pushed 2mo ago), licensed MIT. It adds 54 tokens to every session and 1,304 once invoked, about $0.0003 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.