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 hard-surfacegit 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/hard-surface)<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.
<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>- 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 | $0.00054 | $0.01304 |
| Opus 5.5 | $0.00022 | $0.00522 |
| Sonnet 5.5 | $0.00011 | $0.00261 |
| Haiku 4.5 | $0.00005 | $0.00130 |
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 1mo 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 — 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
- Primary forms first — Silhouette reads at distance
- Manufacturing logic — Panel breaks follow construction seams
- Surface hierarchy — Primary > Secondary > Tertiary > Micro (greebles)
- Functional readability — Every form suggests purpose
- 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):
- Inset faces + slight extrude inward
- Knife cuts on flat panels
- Boolean with thin cutter boxes
- Normal map detail for distant panels
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.
- 1mo ago First seen · 171 lines · 54 tokens per session scan A 353ea5be095f
hard-surface is a skill published in the GitHub repository arjun988/blender-skills (735 stars, last pushed 3mo ago), licensed MIT. It adds 54 tokens to every session and 1,304 once invoked, about $0.0002 per session on Opus 5.5. 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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