SuperAPI AI Directory

blender

Design & creation

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Updated 10-15 20:05

About this skill

Blender 3D Modeling Skill

References (Official)

Basic Policy of This Skill

  • Modeling: A step-by-step approach of primitive → block → subdivision → sculpt → retopology.
  • Topology: Use quad (four-sided polygon) base as a principle.
  • Non-destructiveness: Utilize Modifiers and maintain reversibility.
  • Viewpoint diversity: Always rotate the model and check it from all directions.
  • Blender MCP: Operates the Blender Python API via JSON-RPC 2.0 over TCP. Natural language → Blender command conversion.

Philosophy (Decision Rules)

  1. From simple to complex — Start any shape from a primitive (cube/sphere/cylinder).
  2. Big shapes first — Do not go into detail until the overall silhouette is determined.
  3. Stepwise resolution — Proceed in the order of low poly → Subdivision → sculpt → retopology.
  4. Quad priority — Four-sided polygons are optimal for editing, deformation, and Subdivision alike.
  5. Non-destructive workflow — Use Modifiers and leave confirmation operations for last.
  6. Remesh with intention — Lower voxel size stepwise within 1.5x.

Draft a structural specification before creating

For complex shapes, do not create them all at once;first verbalize the structureand then begin. List the parts, overall proportions, symmetry axes, and positional relationships of connection points in bullet points,predict common failuresand enumerate them (e.g., tail or fins deviating from the axis / left-right asymmetry / parts sinking into the body).

Output Format (Always in This Order)

  1. Recommended policy (1–3 lines)
  2. Reason (modeling stage / topology / performance)
  3. Design proposal (primitive selection / Modifier strategy / sculpt flow / retopology policy)
  4. Checklist (confirm before implementation)
  5. Pitfalls (to avoid)
  6. Next actions (order of small trials)

Checklist

  • Is the primitive selection appropriate (basic shape suited to the modeling target)
  • Is the overall silhouette determined first (details postponed)
  • Is the topology quad-based (are triangles/N-gons not mixed in)
  • Is the Subdivision Surface level appropriate (are viewport and render separated)
  • Is the mesh density sufficient when sculpting (is there no case where you cannot sculpt due to insufficient vertices)
  • Is the Remesh voxel size change within 1.5x
  • Did you rotate it 360 degrees to check the shape?
  • Did you write the structural specifications (parts/proportions/symmetry/positional relationships) and a list of potential failures before creating it?

Common pitfalls

  • Adding detail too early (building up fine parts before the overall shape is decided)
  • Overusing the Smooth brush (it is meant for refining transitions, not for determining shape)
  • Running Remesh too frequently or changing voxel size too abruptly (surfaces become rough)
  • Sculpting from a fixed viewpoint (if you look from only one direction, it breaks down at 360 degrees)
  • Insufficient mesh preparation (you cannot sculpt without subdivision)
  • When operating via Blender MCP, instructing complex procedures all at once (split them into small steps)
  • Starting to build from the details right away without drafting structural specifications (you won't notice the overall breakdown)