blender-modeling

blender-modeling is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 48 tokens per session (1,436 once invoked), scanned A, original, MIT.

A Blender workflow for making 3D assets that run efficiently in real-time games. It covers modelling, reducing mesh complexity, laying out textures, baking surface detail, and preparing scale and pivots.

In plain words
What is it for?
Use it to create hard-surface models and low-polygon props, retopologise meshes, unwrap UVs, bake normal maps, and prepare assets for export.
Why use it?
It helps prevent assets from using excessive geometry, having distorted textures, or importing with incorrect size and orientation. The process balances visual detail with game performance.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to create hard-surface models and low-polygon props, retopologise meshes, unwrap UVs, bake normal maps, and prepare assets for export.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/blender-modeling
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 poorvith-mp/skills-gamedev --skill blender-modeling
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 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 blender-modeling

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-modeling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-modeling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,436 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.
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 $0.00048 $0.01436
Opus 5 $0.00024 $0.00718
Sonnet 5 $0.00010 $0.00287
Haiku 4.5 $0.00005 $0.00144

Measured 5d ago against content hash 89e6dbd7152f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

blender-modeling 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 5d 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.

skills/blender-modeling/SKILL.md · 107 lines

How it starts

The opening of the file, as written. The whole thing — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.

blender-modeling

Core Philosophy

3D modeling for real-time video games is not creating unconstrained digital sculptures. A high-poly model with 4,000,000 polygons and 12 un-optimized material slots will crash a game engine. Real-time 3D art is the rigorous craft of geometric efficiency: sculpting high-fidelity details, retopologizing into clean low-poly game meshes, baking high-to-low normal maps with zero shading artifacts, establishing consistent texel density, and enforcing strict transform hygiene.


4-Step Game-Ready 3D Modeling Pipeline

Step 1: High-Poly to Low-Poly Modeling & Retopology

  1. High-Poly Sculpting / Hard-Surface:
    • Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
  2. Low-Poly Retopology Discipline:
    • Silhouette is King: Allocate polygon budget to the outer silhouette where curved edges meet the sky/background. Flat surfaces require minimal geometry.
    • Clean Edge Loops: Quad-dominant topology along deformation joints; triangulate flat surfaces before export to prevent engine-specific triangulation warping.
    • Polycount Budgets:
      • Hero Character: 30k–60k triangles.
      • First-Person Weapon: 15k–30k triangles.
      • Environment Prop: 1k–5k triangles.

Step 2: UV Unwrapping & Texel Density Standardization

  1. The Texel Density Constant:
    • Standardize pixel density per meter across all assets in the game world:
      • Hero First-Person Props: 2048 px/m (4K texture for 2m object).
      • Standard Characters / Weapons: 1024 px/m (2K texture for 2m object).
      • Environment Props / Architecture: 512 px/m.
  2. UV Seam Placement & Packing Hygiene:
    • Place UV seams in concealed areas (undersides, inner seams, sharp mechanical angles).
    • Packing Efficiency: Achieve $\ge 75%$ UV space utilization. Pack UV islands with at least 16px padding (at 2K resolution) to prevent mipmap texture bleeding.

Step 3: Normal Map Baking & Shading Seam Prevention

  1. The 3 Golden Rules of Baking:
    • Rule 1: Hard Edges Require UV Seams: Any sharp edge ($> 60^\circ$ angle) marked with a Hard/Sharp Edge must have a corresponding UV seam split to prevent dark shading gradients across normal maps.
    • Rule 2: Triangulate Before Baking: Triangulate the low-poly mesh prior to baking to guarantee the normal map is baked against the exact triangulation the engine renders.
    • Rule 3: Use Average Normals & Cage: Use an expanded cage mesh to prevent projection ray intersection clipping on tight mechanical crevices.

Read the full file on GitHub · 107 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. 5d ago First seen · 107 lines · 48 tokens per session scan A 89e6dbd7152f

Subscribe to this mod's changes

blender-modeling is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 48 tokens to every session and 1,436 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 2026-09-06.

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