blender-hardsurface-modeling SKILL.md skillA

blender-hardsurface-modeling from el4cteo/blender-skills is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add el4cteo/blender-skills/blender-hardsurface-modeling@v1.2.0

Pins v1.2.0 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
el4cteo/blender-skills
Path
skills/blender-hardsurface-modeling/SKILL.md
Versions recorded
3
Latest version
v1.2.0, committed Oct 30, 2026
First version recorded
Oct 14, 2026
Size
5,641 bytes
Repository stars
775
License
MIT

Hard-surface and prop modeling in Blender 5.2 - blockout-to-detail flow, non-destructive modifier stacks (Mirror, Boolean Exact/Manifold, Bevel, Weighted Normal, Smooth by Angle), mid-poly vs subdivision vs high-to-low workflows, shading/custom normals, cylinder segment budgets, edge attributes from Python. Use for weapons, vehicles, props, architecture, mechanical parts.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# Hard-Surface Modeling

The execution model is in `blender-core`. Run `blender-asset-qa` after every modeling pass.

## Pick the workflow first
| Workflow | When | Output |
|---|---|---|
| **Mid-poly** (bevel + weighted normals, no bake) | modern games, props seen up close, fast iteration | game mesh directly; tiling materials/trim sheets |
| **High → low** (high via booleans+bevel or subd, low baked) | hero assets, unique textures, tight tri budgets | `_high` + `_low` → `blender-texture-baking` |
| **Subdivision** (support loops/creases + Subsurf) | renders, product viz, film | smooth surfaces, edges held by loops/creases |

## Procedure
1. **Blockout** at real scale (`ob.dimensions`) from primitives. Settle the silhouette and proportions before any detail. Check against references.
2. **Apply scale** (`transform_apply(scale=True)`) before bevels, booleans or solidify, because modifier distances use object space.
3. **Primary → secondary → tertiary** forms. Booleans for cuts and panels, then bevels. Small tertiary details go in normal maps/decals, or into the high-poly as "floaters" for baking.
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add el4cteo/blender-skills/blender-hardsurface-modeling@sha256:64362339cf0bf4d3

The line at the top of this page pins the label v1.2.0, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_qshhijdyrdcynef3.svg)](https://markdownregistry.com/a/art_qshhijdyrdcynef3)

2 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 3 versions of this file, between Oct 14, 2026 and Oct 30, 2026, about one every 8 days.

versioncommittedcommitsizeaudit
v1.2.0 latest2026-10-30 fb92cfb 5,641 BA view · diff
v1.1.02026-10-16 71d031d 5,641 BA view · diff
v0.1.02026-10-14 4c2e2b3 5,641 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (5641 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

el4cteo/blender-skills · 775 stars · license MIT · pushed 2026-11-07 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_qshhijdyrdcynef3
GET https://markdownregistry.com/api/v1/resolve?ref=el4cteo/blender-skills/blender-hardsurface-modeling
GET https://markdownregistry.com/api/v1/blob/64362339cf0bf4d3fcc1ec025b4f3fef615c0613f12a7ba41eb64becca03f2b8

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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