Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.
Define Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → Export
| System | Primary Tool | Output |
|---|---|---|
| Rocks | Geo Nodes + noise | Static mesh |
| Buildings | Geo Nodes stack | Modular pieces |
| Roads | Curve + Geo Nodes | Mesh strip |
| Pipes | Curve to mesh | Network |
| Vegetation | Scatter GN | Instanced/baked |
| Sci-fi panels | Array + random | Trim sheet geo |
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noise
Expose: seed, scale, roughness, density
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material ID
Output separate meshes per floor module for game kits.
Centerline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curve
Node graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size range
Grid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layout
Test at parameter extremes:
| Approach | When |
|---|---|
| Keep procedural in Blender only | Iteration phase |
| Realize single variant | Standard game prop |
| Bake multiple seeds as LOD variants | Background variety |
| Export node group to engine | Only if engine supports |
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | ../geometry-nodes/SKILL.md | Node setup |
| Environment integration | ../environment-artist/SKILL.md | Scene placement |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
日本語の概要は準備中です。原文の説明を表示しています。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
日本語の概要は準備中です。原文の説明を表示しています。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
日本語の概要は準備中です。原文の説明を表示しています。