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Blender Pro Workflow

Community
RobLe3
blender-pro-workflow

End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result".

Overview

PublisherRobLe3
Repositorycc-blender-skill
Skill nameblender-pro-workflow
Stars
131
Forks
14
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 RobLe3 on GitHub. Read the source before you install it.

Installation

Install the Blender Pro Workflow 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/RobLe3/cc-blender-skill/tree/main/plugin/skills/blender-pro-workflow
  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/RobLe3/cc-blender-skill.git /tmp/cc-blender-skill
mkdir -p .claude/skills
cp -r /tmp/cc-blender-skill/plugin/skills/blender-pro-workflow .claude/skills/blender-pro-workflow
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Pro Workflow 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 Blender Pro Workflow 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 Blender Pro Workflow 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.

MCP backend

Use when: Multi-phase Blender work spanning modeling + lighting + materials + render. Or when the user is unsure where to start. Often loaded BEFORE other sub-skills as a guide for sequencing.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Blender Pro Workflow

End-to-end guidance for putting a real scene together. This skill answers "in what order, with what fidelity at each step, should I tackle this?" Use it as the planner, then chain-load the specific sub-skills for each step.

Reference-locked override

If a task involves source templates, orthographic references, brand mascots, or fit validation, defer ordering to blender-skill-harmonizer and the reference-locked skills. The generic production order is subordinate to source-of-truth gates.

The 11-step canonical order

1.  Reference + plan          → State the goal; collect refs
2.  Block-out                 → Primitives only at correct scale
3.  Camera + composition lock → Pick focal length; frame the shot
4.  Light pass v1             → Three-point lighting; no color yet
5.  Refine geometry           → Replace primitives with real models
6.  Materials v1              → Flat colors; values before color
7.  Light pass v2             → Add color; tune ratios
8.  Detail pass               → Sculpting, fine textures, polish
9.  Final render              → Production samples + denoising
10. Composite                 → Color grade, glare, vignette
11. Export                    → Target platform format

Why this order: each step gates the next. A great model under bad lighting renders worse than a mediocre model under great lighting. A perfect material tuned in flat lighting will look wrong once real lighting goes in.

Sub-skill chain by request type

User request typeChain (in order)
"Hero shot of a sword"this → blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering
"Render this scene cinematically"this → blender-cameras → blender-lighting → blender-rendering
"Make a 3D logo for the web"this → blender-modeling → blender-materials → blender-lighting → blender-rendering → blender-export
"Animate a turntable"this → blender-modeling → blender-materials → blender-cameras → blender-animation → blender-rendering
"Set up a studio scene"this → blender-cameras → blender-lighting → (then the user adds models)
"Full production pipeline"All of: blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering → blender-export

Time budget (for a hero still)

Stage% of total time
Reference + plan5–10%
Block-out + camera10–15%
Lighting setup10–20%
Modeling refinement30–40%
Materials + textures15–20%
Final render + composite5–10%

Anti-pattern: 90% modeling, 10% lighting. Lighting and materials are what make a model look good. Don't invest in geometry detail until the value structure of the image works.

Recipes

Recipe 1 — Block-out scene scaffold

Use this as the very first step. Establishes scale, composition, camera framing.

python
import bpy, math

# Ground plane
bpy.ops.mesh.primitive_plane_add(size=10)
bpy.context.active_object.name = 'GEO-blockout_floor'

# Hero subject (placeholder cube)
bpy.ops.mesh.primitive_cube_add(size=1.5, location=(0, 0, 0.75))
bpy.context.active_object.name = 'GEO-blockout_hero'

# Background prop
bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(2, 1.5, 1))
bpy.context.active_object.name = 'GEO-blockout_bg'

# Camera with reasonable framing
cam_data = bpy.data.cameras.new('CAM-blockout')
cam = bpy.data.objects.new('CAM-blockout', cam_data)
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.location = (4, -5, 2)
cam.rotation_euler = (math.radians(70), 0, math.radians(35))
cam_data.lens = 50

print('blockout:scaffold_ready (camera + 3 primitives)')

After this, render at low quality (Recipe 2) to validate composition before any further work.

Recipe 2 — Cheap composition test render

Validate the blockout reads. Don't proceed to modeling/lighting until composition is locked.

python
import bpy

scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE_NEXT'   # fast
scene.eevee.taa_render_samples = 16
scene.render.resolution_x = 960
scene.render.resolution_y = 540
scene.render.resolution_percentage = 50    # super-fast preview
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/tmp/blockout_test.png'

bpy.ops.render.render(write_still=True)
print(f"composition_test:/tmp/blockout_test.png")

Iterate camera position/focal length until the thumbnail reads. THEN move on.

Recipe 3 — Three-point lighting on top of blockout

python
import bpy, math

# KEY warm
key_data = bpy.data.lights.new('LGT-key', type='AREA')
key_data.energy = 1000; key_data.size = 1.0
key_data.color = (1.0, 0.95, 0.85)
key = bpy.data.objects.new('LGT-key', key_data)
bpy.context.collection.objects.link(key)
key.location = (3, -3, 3.5)
key.rotation_euler = (math.radians(35), math.radians(45), 0)

# FILL cool
fill_data = bpy.data.lights.new('LGT-fill', type='AREA')
fill_data.energy = 300; fill_data.size = 2.0
fill_data.color = (0.85, 0.9, 1.0)
fill = bpy.data.objects.new('LGT-fill', fill_data)
bpy.context.collection.objects.link(fill)
fill.location = (-3, -2, 2.5)
fill.rotation_euler = (math.radians(50), math.radians(-45), 0)

# RIM cool
rim_data = bpy.data.lights.new('LGT-rim', type='SPOT')
rim_data.energy = 600; rim_data.color = (0.7, 0.85, 1.0)
rim = bpy.data.objects.new('LGT-rim', rim_data)
bpy.context.collection.objects.link(rim)
rim.location = (0, 4, 3.0)
rim.rotation_euler = (math.radians(120), 0, math.radians(180))

print('lighting:three_point applied to blockout')

Render again with this lighting. The blockout should now read with mood. If not, fix lighting before adding any geometry detail.

Critique protocol — every couple hours

  1. Squint — blur your eyes / view at thumbnail size. Composition still readable?
  2. Greyscale — values working independent of color?
  3. Flip horizontal — catches asymmetry / awkward composition.
  4. Compare to reference — side-by-side at same size.
  5. Walk away — 30 minutes; come back fresh.

Recovery patterns

SymptomFirst checkFix
Render "flat"Lighting varietyAdd rim light; increase fill ratio
"Too dark"Exposure / HDRIView settings → Exposure +0.5; or boost HDRI strength
"Too bright"View transformSwitch from Standard to AgX
Materials look "plasticky"Roughness uniformProcedural variation on roughness
"Videogame-y"Hard shadows + sharp geoSoft shadows (Area lights) + bevel everything
Anatomy wrongReference closedReopen reference; compare landmarks
Render takes hoursSample count / bounces256 + denoise; reduce light path bounces

Pro habits

HabitWhy
Always rename Cube to GEO-meaningful_name immediatelyAvoids Cube.027 hell
Apply rotation+scale before exportingAvoids transform issues in target apps
Use Collections (not parenting) for groupingMore flexible
Save incremental versions (scene_v01.blend, _v02, ...)Mistake recovery
Pack textures into .blend for sharingFile → External Data → Pack All
Delete unused data periodicallyKeeps file small
Comment Python scriptsFuture-you will thank you

What pros do less

  • Tweaking individual vertices when a modifier achieves the same
  • Hunting for "perfect" tutorials instead of practicing fundamentals
  • Adding more lights when fixing one bad light would solve the problem
  • Modeling everything when an HDRI / asset would suffice

What pros do more

  • Looking at reference at every step
  • Saving incremental versions
  • Naming things immediately
  • Critiquing harshly and often
  • Walking away to reset eyes
  • Testing renders at low quality first
  • Reusing asset libraries

When to load references/overview.md

Load when:

  • Estimating how long something will take (specific time benchmarks)
  • Choosing addons (when paid tools justify their price)
  • Planning iteration protocol for client work
  • Solo-vs-team workflow differences

The reference covers: scene assembly order with deeper rationale, time budgets per stage, critique workflow, recovery patterns, when to use addons (MESHmachine, Auto-Rig Pro, RetopoFlow, HDRI Studio).

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 Blender Pro Workflow AI skill do?

End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — al...

Why use Blender Pro Workflow on TypingMind?

Because you install it once and use it with any model. Blender Pro Workflow 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 Blender Pro Workflow in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/RobLe3/cc-blender-skill/tree/main/plugin/skills/blender-pro-workflow. 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 Blender Pro Workflow?

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 Blender Pro Workflow?

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

Is the Blender Pro Workflow AI skill free?

Yes. It is published on GitHub by RobLe3 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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