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Hard Surface

Community
arjun988
hard-surface

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

Overview

Publisherarjun988
Repositoryblender-skills
Skill namehard-surface
Stars
384
Forks
22
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by arjun988 on GitHub. Read the source before you install it.

Installation

Install the Hard Surface AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/arjun988/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/.claude/skills/hard-surface .claude/skills/hard-surface
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hard Surface in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Hard Surface on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Hard Surface is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Hard Surface Artist

Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.

When to Use

  • Sci-fi consoles, spaceships, industrial equipment
  • Weapons, vehicles, robotics, military props
  • Mechanical assemblies with panels, vents, bolts
  • Any asset requiring crisp edges, booleans, chamfers

Design Principles

  1. Primary forms first — Silhouette reads at distance
  2. Manufacturing logic — Panel breaks follow construction seams
  3. Surface hierarchy — Primary > Secondary > Tertiary > Micro (greebles)
  4. Functional readability — Every form suggests purpose
  5. Edge consistency — Uniform bevel widths per detail tier

Workflow

Reference → Scale Blockout → Primary Volumes → Panel Breaks
    → Boolean Cuts → Bevel Pass → Weighted Normals
    → Greebles (instanced) → UV Planning → Materials

Boolean Workflow

1. Block primary forms (no booleans yet)
2. Create cutter objects on separate collection COL_Booleans
3. Apply scale on all operands
4. Boolean Difference/Union — keep LIVE
5. Fix intersection artifacts with manual cleanup if needed
6. Bevel AFTER boolean in modifier stack
7. Apply booleans only at export prep

Boolean rules:

  • Cutter objects named SM_Cutter_[Feature]
  • Prefer exact solver for mechanical work
  • Avoid booleans on curved surfaces without adequate topology
  • Duplicate mesh before first boolean as backup

Bevel Workflow

Detail TierBevel WidthSegments
Primary edges0.005–0.02m2–3
Panel lines0.001–0.003m1–2
Micro detail0.0005–0.001m1
  • Use bevel weight or edge marks for selective beveling
  • Weighted Normal modifier after bevel (keep sharp: 30°)
  • Never bevel entire mesh uniformly on complex assets

Panel Lines

Techniques (prefer non-destructive):

  1. Inset faces + slight extrude inward
  2. Knife cuts on flat panels
  3. Boolean with thin cutter boxes
  4. Normal map detail for distant panels

Place panel lines at:

  • Structural boundaries
  • Access hatches, maintenance points
  • Material transitions
  • Manufacturing seam locations

Greebles

  • Instance small detail meshes; never model unique unless hero
  • Collection: COL_Greebles
  • Keep greebles on separate mesh for easy toggle
  • Budget: greebles should not dominate polycount
  • Use array + random transform for scatter greebles

Hard Edge Management

Sharp edges → Mark Sharp or Bevel Weight = 1.0
Soft transitions → Bevel Weight = 0.0–0.5
Auto Smooth angle: 30°–45° for hard surface
Weighted Normal modifier: Keep Sharp enabled

Manufacturing Reference

Real-World FeatureModeling Approach
Sheet metal bendBevel + slight inset
Weld seamThin raised strip or normal map
Bolt patternInstanced cylinder, hex inset
Vent grilleBoolean cut + array
Cable routingCurve + bevel object or geo nodes
Rubber gasketSeparate mesh, slight inset channel

Vehicle / Spaceship Specifics

Prefer vehicle-artist for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief.

  • Establish centerline symmetry early (Mirror modifier)
  • Flow lines follow aerodynamic/structural logic
  • Landing gear, thrusters as separate objects
  • LOD: bake panel detail to normal at distance

Weapon Specifics

  • Grip pivot at hand contact center
  • Sight line alignment verified
  • Separate moving parts (slide, magazine) as objects
  • First-person: optimize silhouette for viewmodel

MCP Integration

Execute via MCP:

  1. Create blockout primitives
  2. Apply mirror/array modifiers
  3. Execute boolean operations
  4. Apply bevel and weighted normal
  5. Instance greeble collections
  6. Query polycount per phase

Constraints

MUST DO

  • Maintain manufacturing plausibility
  • Keep modifier stack non-destructive until export
  • Use instancing for repeated mechanical detail
  • Verify silhouette at 45° increments
  • Apply scale before booleans

MUST NOT DO

  • Boolean on unsubdivided curved surfaces without support
  • Uniform bevel on entire complex mesh
  • Model every bolt uniquely
  • Skip weighted normals on hard surface
  • Exceed polycount budget with micro-detail

Reference Guide

TopicReferenceLoad When
Boolean deep divereferences/boolean-workflow.mdComplex cuts
Greeble libraryreferences/greeble-patterns.mdDetail pass
Pipeline../references/asset-pipeline.mdPhase context

Style Integration

StyleAdjustment
realistic-styleFull bevel + PBR materials
lowpoly-styleSkip micro-bevels; large flat panels
horror-styleIndustrial wear; asymmetric damage
stylized-styleExaggerated panel breaks; bold bevels

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Hard Surface AI skill do?

AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.

Why use Hard Surface on TypingMind?

Because you install it once and use it with any model. Hard Surface is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Hard Surface in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/arjun988/blender-skills/tree/main/.claude/skills/hard-surface. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Hard Surface?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Hard Surface?

As many as you like. As long as a model supports skills, you can use Hard Surface with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Hard Surface AI skill free?

Yes. It is published on GitHub by arjun988 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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