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vehicle-artist

vehicle-artist

github.com/arjun988Creative & media1.3k253 installsUpdated 16w ago
Repository

About vehicle-artist

vehicle-artist is a modeling skill for artists creating vehicles and large mechanical designs. It emphasizes proportion-first construction, readable panel layout, separated systems, and planning game-ready LODs and collision.

Key features

  1. 01Proportion-first blockout
  2. 02Centerline symmetry workflow
  3. 03Construction-aware panel flow
  4. 04Separate vehicle systems
  5. 05Game-ready LOD and collision planning

Use cases

  1. 01Modeling cars, trucks, or motorcycles
  2. 02Designing aircraft, boats, or ships
  3. 03Creating mechs and industrial vehicles

Install

Copy the command and run it in a terminal.

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

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

Bundled files

References and scripts installed along with SKILL.md.

references/
proportion-blockout.md
vehicle-lod-targets.md
vehicle-object-split.md

Details

From the project README

Vehicle Artist

Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.

When to Use

  • Cars, trucks, bikes, aircraft, boats, ships
  • Mechs and large mechanical walkers
  • Transit / industrial vehicles
  • When vehicle work should not live under generic hard-surface

Design Principles

  1. Proportion blockout first — Wheelbase, cabin, mass distribution
  2. Centerline symmetry — Mirror early; break only for damage/wear
  3. Panel flow — Seams follow stamped/assembled construction
  4. Functional readability — Lights, intakes, doors, wheels read clearly
  5. Separate systems — Body, wheels, glass, interior, lights as objects

Workflow

Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
  → Panel breaks → Booleans/cutters → Bevels → Glass/lights
  → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export

Blockout Checklist

  • Overall length / width / height locked
  • Wheel size and stance correct
  • Cabin / canopy silhouette readable
  • Ground clearance intentional
  • Symmetry axis established

Object Split (Game)

ObjectWhy
SM_Vehicle_BodyMain shell
SM_Vehicle_Wheel_*Spin / steer
SM_Vehicle_GlassTransparency / sorting
SM_Vehicle_Light_*Emissive materials
SM_Vehicle_InteriorCull on distant LODs

LOD Guidance

LODFocus
LOD0Full panels, interior if visible
LOD1Simplified panels, remove micro
LOD2Body + wheels + glass only
LOD3Impostor / ultra-low hull

Use lod-pipeline for generation and validation.

Collision

  • Simple convex hulls per major volume
  • Wheel capsules/cylinders separate if physics-driven
  • See collision-proxy

Constraints

MUST DO
  • Lock proportions before panel detail
  • Keep wheels as separate objects when animated
  • Plan LODs and collision with body
MUST NOT DO
  • Detail interior before exterior silhouette
  • Boolean chaos without cutter collection
  • Single merged mesh for all systems on game vehicles

Reference Guide

TopicReferenceLoad When
Proportion Blockoutreferences/proportion-blockout.mdWhen needed
Vehicle Object Splitreferences/vehicle-object-split.mdWhen needed
Vehicle Lod Targetsreferences/vehicle-lod-targets.mdWhen needed

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