mcpField
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character-artist

character-artist

github.com/arjun988Creative & media1.3k367 installsUpdated 16w ago
Repository

About character-artist

character-artist is a skill for modeling realistic or stylized characters with topology prepared for animation. It guides the process from proportion blockout through facial features, clothing, hair, and rigging handoff.

Key features

  1. 01Character proportion blockout guidance
  2. 02Facial structure and topology planning
  3. 03Separate clothing and accessory meshes
  4. 04Hair method selection by style
  5. 05Animation-ready topology requirements

Use cases

  1. 01Creating human or humanoid characters
  2. 02Modeling faces for expression
  3. 03Preparing clothing and hair for character assets

MCP support

The skill describes using MCP to create a mannequin and body, apply a mirror modifier, query topology, separate clothing meshes, and organize collections.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill character-artist

After installing, type/character-artistin Claude Code to confirm it loaded.

Bundled filesreferences/body-proportions.mdreferences/facial-topology.md

Details

From the project README

Character Artist

Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.

When to Use

  • Human/humanoid character creation
  • Facial topology for expressions
  • Clothing and accessory modeling
  • Hair card systems or stylized hair
  • Character proportion and stylization

Workflow

Reference → Proportion Blockout → Body Forms → Limb Connection
    → Facial Features → Edge Loop Planning → Detail Pass
    → Clothing (separate mesh) → UV Handoff → Rig Handoff

Proportion Standards

TypeHead UnitsNotes
Realistic adult7.5–8 headsHero characters
Stylized4–6 headsExaggerated features
Heroic8–9 headsAction games

Always block proportions before detail.

Edge Loop Strategy

Critical loop locations:

  • Eyes: concentric loops for blink/expression
  • Mouth: 3-loop minimum for lip deformation
  • Jaw: loop following jaw line for open/close
  • Shoulders: deltoid loop for arm raise
  • Elbows/knees: 3-loop pinching pattern
  • Hips: loop for leg spread

See references/facial-topology.md for face-specific loops.

Facial Structure

  • Eye socket: recessed; brow ridge defined
  • Nose: bridge width matches inner eye distance (realistic)
  • Mouth: lower lip fuller than upper (realistic)
  • Ear: aligns eye brow to nose base
  • Skull underlying forms visible in stylization

Clothing Workflow

  1. Model body first (or use mannequin)
  2. Duplicate body faces for clothing base
  3. Solidify/extrude for cloth thickness
  4. Separate mesh: SM_Char_[Name]_Body, SM_Char_[Name]_Cloth_[Piece]
  5. Cloth does NOT share UVs with body
  6. Weight paint transfers from body (via rigging skill)

Hair Approaches

MethodUse CaseSkill
Hair cardsGame-realisticuv-workflow + texture-workflow
Strand curvesCinematicparticle/curve systems
Stylized meshLowpoly/stylizedblender-modeler
SculptedHero bakesculpting → retopology

Animation-Ready Requirements

  • Quad-dominant topology on deformation zones
  • No poles on primary deformation areas (relocate to hidden zones)
  • Even edge length in face/neck/joints
  • Separate objects for swap-able parts (head, hands, gear)

MCP Integration

  1. Create base mannequin/blockout via MCP
  2. Build body with mirror modifier via MCP
  3. Query topology (face count, edge flow) at checkpoints
  4. Separate clothing meshes via MCP
  5. Organize character collection hierarchy

Constraints

MUST DO
  • Establish proportions before facial detail
  • Plan edge loops for planned deformations
  • Separate clothing/accessories as unique meshes
  • Match style skill direction (stylized vs realistic)
  • Validate topology before rigging handoff
MUST NOT DO
  • Triangles on primary deformation surfaces
  • Poles at corner of mouth or inner eye
  • Single mesh for body + hard surface armor (separate)
  • Skip reference for facial likeness work
  • Over-poly face before LOD planning

Reference Guide

TopicReferenceLoad When
Facial topologyreferences/facial-topology.mdFace modeling
Body proportionsreferences/body-proportions.mdBlockout
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleAdjustment
realistic-styleFull anatomy; 8-head proportion
stylized-styleExaggerated features; 4–5 heads
lowpoly-styleMinimal loops; painted detail
horror-styleUncanny proportions; asymmetry

Comments

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