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vehicle-artist

Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.

Published by arjun988 ↗arjun988/blender-skills

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SKILL.md

name: vehicle-artistdescription: Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.license: MITmetadata:   author: https://github.com/arjun988  version: "1.0.0"  domain: blender  role: specialist  triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork  related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline

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