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prop-artist

prop-artist

github.com/arjun988Creative & media1.3k307 installsUpdated 16w ago
Repository

About prop-artist

prop-artist is a skill for designing and building game props, from hero interactables to background dressing and kitbash parts. It centers on real-world scale, readable silhouettes, and logically separated parts.

Key features

  1. 01Model to real-world scale
  2. 02Prioritize readable silhouettes
  3. 03Set detail tiers by prop use
  4. 04Plan parts, pivots, and modular dimensions
  5. 05Guide materials, wear, and handoff

Use cases

  1. 01Create furniture, tools, and household objects
  2. 02Build close-up interactive props
  3. 03Develop reusable kitbash part libraries

Install

Copy the command and run it in a terminal.

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

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

Bundled files

References and scripts installed along with SKILL.md.

references/
everyday-prop-checklist.md
kitbash-library.md
prop-tiers.md

Details

From the project README

Prop Artist

Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.

When to Use

  • Furniture, tools, containers, electronics, household objects
  • Hero interactive props and background set dressing pieces
  • Kitbash libraries (handles, brackets, panels, fasteners)
  • When hard-surface sci-fi language would feel wrong

Design Principles

  1. Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
  2. Silhouette readability — Reads at game camera distance
  3. Wear hierarchy — Contact edges dirty; protected faces cleaner
  4. Part logic — Separate meshes where materials or LODs differ
  5. Pivot correctness — Floor contact, grip, hinge, or socket as needed

Workflow

Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export

Prop Tiers

TierTris (guide)DetailUse
Hero2k–8kFull bevels, unique wearInteractables, close-ups
Standard500–2kClean forms, shared matsMidground
Background100–500Block forms, atlas matsFar / dense dressing

Kitbash Rules

  • Name parts SM_KB_[Category]_[Part]
  • Keep origins at logical attach points
  • Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
  • Collection: COL_Kitbash_[Set]

Material Guidance

  • Limit unique materials; atlas where possible
  • Separate glass / emissive / opaque when needed for engine
  • Wear via roughness/AO, not only albedo dirt

Handoff

  • UVs → uv-workflow
  • Look → materials / lookdev
  • Placement → set-dressing
  • Ship → asset-optimization → export-pipeline or engine export skill

Constraints

MUST DO
  • Set real-world scale before detailing
  • Place pivot intentionally
  • Match prop tier to camera distance
MUST NOT DO
  • Over-greeble everyday objects
  • Use sci-fi panel language on mundane props
  • Skip collision planning for interactables

Reference Guide

TopicReferenceLoad When
Prop Tiersreferences/prop-tiers.mdWhen needed
Kitbash Libraryreferences/kitbash-library.mdWhen needed
Everyday Prop Checklistreferences/everyday-prop-checklist.mdWhen needed

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