Blender Modeling

SkillAI & models

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Blender Modeling skill

What this skill tells your AI

The instructions your AI receives, as published by cheshirejcat/blender in skills/create-3d-model/references/modules/blender-modeling/SKILL.md and read by ahel’s review.

Create geometry in Blender via natural language. Emit small Python chunks through blender_python; the patterns below cover the common 80%.

Decision tree

What kind of geometry?
├── Hard-surface (vehicles, weapons, architecture, props)
│   → Cube primitive + Bevel + SubSurf modifier stack
│   → See "Hard-surface stack" recipe
│
├── Organic (characters, creatures, plants — block-out only)
│   → Ico Sphere + sculpting (or Voxel Remesh for shape)
│   → For sculpting strokes, redirect: it's gestural, not text-driven
│
├── Architectural / repeating (fences, columns, tile)
│   → Plane/Cube + Array modifier (+ Curve modifier for paths)
│   → See "Array along curve" recipe
│
├── Cylindrical (pipes, columns, bottles)
│   → Cylinder primitive, or Curve + bevel_object
│   → See "Sweep along path" — covered in wireframe-to-3d if needed
│
├── Holes / cuts in existing geometry
│   → Boolean modifier (DIFFERENCE)
│   → See "Boolean cut" recipe
│
└── Quick block-out from primitives only
    → Multiple primitive_*_add calls
    → See "Block-out scene" recipe

Code-execution rules (recap)

  • Each blender_python call gets a fresh Python namespace. Re-import everything; identify objects by bpy.data.objects['name'].
  • Always name objects with GEO- prefix. Never leave Cube.027.
  • Print structured output back so you can parse results.
  • Chunk long sequences into multiple calls.

Recipes

Critical: axis orientation for elongated objects

For any elongated/asymmetric subject (sword blade, knife, bottle, plank, bone, screwdriver tip, etc.), three axes have different meaning:

  • Long axis — the length of the object (78cm for a sword blade)
  • Broad axis — the wider face axis, what's visible from the "useful" viewing angle (4.5cm for a blade — the flat side you'd lay on a table)
  • Thin axis — the narrower cross-section axis (0.8cm for a blade — the cutting edge)

Always orient elongated objects so the broad axis faces the camera in hero shots. A sword viewed edge-on (camera looking down the thin axis) renders as a thin pole and looks nothing like a sword. The recipes below use this convention:

ConventionX (left-right of object's local space)Y (front-back of object's local space)Z (up-down)
Sword bladethin (0.8cm)broad (4.5cm)long (78cm) — vertical
Knife bladethinbroadlong — horizontal
Plankthinbroadlong
Bottlesymmetric (radius)symmetric (radius)long (height)

After building, rotate the object so the broad axis points roughly toward the camera. For a sword standing upright with camera in front (camera in -Y direction): rotate the blade 90° around Z so its local Y (broad) → world X, then the broad face is visible from the camera's perspective.

Critical: connecting parts smoothly (no visible seams)

When assembling a multi-part subject (sword = blade + guard + grip + pommel; chair = seat + back + 4 legs), separate primitives abutting at exactly-aligned face boundaries leave visible seams even though the math says they touch. Worse — different shape primitives (cylinder grip into cube guard) produce obvious "cylinder-on-rectangle" boundaries.

Two fixes, used together:

1. Overlap parts deeply at joins. Make adjacent primitives interpenetrate by 5–15mm at every connection. The hidden volume disappears inside the larger part, leaving no visible seam.

# Sword example: grip extends 1.5cm INTO the guard above and 1cm INTO the pommel below
GRIP_OVERLAP_INTO_GUARD = 0.015
GRIP_OVERLAP_INTO_POMMEL = 0.010
grip_total_len = GRIP_VISIBLE_LEN + GRIP_OVERLAP_INTO_GUARD + GRIP_OVERLAP_INTO_POMMEL

The cylinder grip's top 1.5cm is inside the guard cube — not visible from outside, so the transition you see is just gold-guard surface, no cylinder-meeting-rectangle artifact.

2. Apply shade_smooth() to rounded parts (cylinders, spheres, organic shapes). Shaded-flat cylinders show every facet boundary; smooth-shaded ones look continuous. Cubes and beveled hard-surface parts can stay shaded flat (or be partially smoothed via Auto Smooth on Blender 4.x; Blender 5.x removed Mesh.use_auto_smooth so use modifier-based smoothing or per-face flags).

# After creating each rounded primitive
bpy.ops.object.shade_smooth()

Anti-pattern (visible seams):

# ❌ Pieces abut exactly — visible seam where surfaces meet
pommel_z = -GRIP_LEN/2 - POMMEL_R     # pommel top exactly at grip bottom
guard_z = GRIP_LEN/2 + GUARD_H/2      # guard bottom exactly at grip top
# Result: clear line where each pair of surfaces meets

Correct (hidden seams via overlap):

# ✓ Pieces overlap by ~5-15mm; junction lines are inside other geometry
pommel_z = -GRIP_LEN/2 - POMMEL_R + 0.010   # pommel pushed up 1cm into grip
guard_z = GRIP_LEN/2 + GUARD_H/2 - 0.015    # guard pushed down to envelope grip top

For a truly seamless join (high-quality renders), Boolean Union the same-material parts: e.g. Boolean Union pommel + grip into a single mesh would eliminate the seam entirely. But this only works when both parts use the same material.

Critical: tapering to a point (for blade tips)

Don't just scale the top vertices toward zero — that produces a "chiseled flat" tip. Pinch all top vertices to a single point and merge them:

import bpy
import bmesh

obj = bpy.data.objects['GEO-blade']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')

bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()

# Find vertices at the top (highest local Z)
max_z = max(v.co.z for v in bm.verts)
top_verts = [v for v in bm.verts if abs(v.co.z - max_z) < 0.001]

# Collapse them to centerline
for v in top_verts:
    v.co.x = 0.0
    v.co.y = 0.0

bmesh.update_edit_mesh(obj.data)

# Merge the now-coincident vertices into a true single point
bpy.ops.mesh.select_all(action='DESELECT')
for v in top_verts:
    v.select = True
bmesh.update_edit_mesh(obj.data)
bpy.ops.mesh.remove_doubles(threshold=0.001)
bpy.ops.object.mode_set(mode='OBJECT')

print(f"tapered:{obj.name}")

This produces a true geometric point. Without remove_doubles, the four collapsed verts stay as four distinct points at the same coordinate — the tip looks visually pointed but is degenerate topology.

Recipe 1 — Add a primitive with a clean name

import bpy

# Add cube
bpy.ops.mesh.primitive_cube_add(size=2.0, location=(0, 0, 1))
obj = bpy.context.active_object
obj.name = 'GEO-base_box'
print(f"created:{obj.name} verts:{len(obj.data.vertices)}")

Replace primitive_cube_add with: _plane_, _uv_sphere_, _ico_sphere_, _cylinder_, _cone_, _torus_, _monkey_. Each takes appropriate arguments (radius, depth, vertices, segments, subdivisions).

Recipe 2 — Hard-surface stack (the "Bevel + SubSurf" pattern)

import bpy

obj = bpy.data.objects['GEO-base_box']

# 1. Bevel modifier — round the sharp edges
bevel = obj.modifiers.new('Bevel', type='BEVEL')
bevel.width = 0.02              # 2 cm round-over
bevel.segments = 3              # smoothness
bevel.limit_method = 'ANGLE'    # only bevel edges sharper than threshold
bevel.angle_limit = 0.523599    # 30° in radians

# 2. Subdivision Surface AFTER bevel (critical order)
subsurf = obj.modifiers.new('SubSurf', type='SUBSURF')
subsurf.levels = 2
subsurf.render_levels = 3

# 3. Smooth shading
bpy.context.view_layer.objects.active = obj
bpy.ops.object.shade_smooth()
print(f"hardsurface:{obj.name}")

Critical: Bevel before SubSurf. Reverse this and you get pinching artifacts.

Recipe 3 — Edit-mode operations (extrude, inset, loop cut)

import bpy

obj = bpy.data.objects['GEO-base_box']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')

# Select all faces, then extrude up by 1m
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.extrude_region_move(
    TRANSFORM_OT_translate={'value': (0, 0, 1.0)}
)

# Inset all selected faces by 0.1m
bpy.ops.mesh.inset(thickness=0.1, depth=0)

# Add a loop cut around the middle
bpy.ops.mesh.loopcut_slide(
    MESH_OT_loopcut={'number_cuts': 1, 'edge_index': 0},
    TRANSFORM_OT_edge_slide={'value': 0.0},
)

bpy.ops.object.mode_set(mode='OBJECT')
print(f"edited:{obj.name} verts:{len(obj.data.vertices)}")

Recipe 4 — Boolean cut (drilling a hole)

import bpy

target = bpy.data.objects['GEO-base_box']
cutter = bpy.data.objects.get('GEO-cutter')

if cutter is None:
    bpy.ops.mesh.primitive_cylinder_add(radius=0.3, depth=3.0, location=(0, 0, 1))
    cutter = bpy.context.active_object
    cutter.name = 'GEO-cutter'

# Apply boolean
mod = target.modifiers.new('Boolean', type='BOOLEAN')
mod.operation = 'DIFFERENCE'
mod.object = cutter
mod.solver = 'EXACT'

bpy.context.view_layer.objects.active = target
bpy.ops.object.modifier_apply(modifier=mod.name)

# Hide cutter from render
cutter.hide_viewport = True
cutter.hide_render = True
print(f"booleaned:{target.name}")

Recipe 5 — Mirror modifier (only model half)

import bpy

obj = bpy.data.objects['GEO-character_half']
mod = obj.modifiers.new('Mirror', type='MIRROR')
mod.use_axis[0] = True   # mirror across X
mod.use_clip = True       # snap vertices on axis
mod.use_mirror_merge = True
mod.merge_threshold = 0.001
print(f"mirrored:{obj.name}")

Place Mirror first in the stack (before Bevel/SubSurf).

Recipe 6 — Array along curve (chains, fences, beads)

import bpy

# 1. The base unit
bpy.ops.mesh.primitive_cube_add(size=0.2, location=(0, 0, 0))
unit = bpy.context.active_object
unit.name = 'GEO-bead'

# 2. The path (assume it exists; user provides or we add a Bezier)
path = bpy.data.objects.get('GEO-path')
if path is None:
    bpy.ops.curve.primitive_bezier_curve_add()
    path = bpy.context.active_object
    path.name = 'GEO-path'

# 3. Array modifier (count or fit to length)
arr = unit.modifiers.new('Array', type='ARRAY')
arr.fit_type = 'FIT_CURVE'
arr.curve = path
arr.relative_offset_displace = (1.0, 0, 0)

# 4. Curve modifier — bends the array along the path
crv = unit.modifiers.new('Curve', type='CURVE')
crv.object = path
crv.deform_axis = 'POS_X'
print(f"arrayed:{unit.name}")

Recipe 7 — Block-out (rapid composition test)

import bpy

# Floor
bpy.ops.mesh.primitive_plane_add(size=10)
bpy.context.active_object.name = 'GEO-floor'

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

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

print('blockout:done')

Recipe 8 — Cleanup after curve→mesh or boolean

import bpy

obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')

bpy.ops.object.shade_smooth()
print(f"cleanup:{obj.name} verts:{len(obj.data.vertices)}")

Modifier stack order (memorize this)

Mirror → Array → Solidify → Bevel → Subdivision Surface → (Boolean if needed)

Wrong order = artifacts. The single most common amateur mistake is SubSurf before Bevel.

Common pitfalls

SymptomFix
Default-cube lookAdd Bevel (0.02m, 3 segments) and SubSurf
Sharp pinch on round shapesBevel before SubSurf, not after
Black faces in renderRecompute normals (mesh.normals_make_consistent)
Boolean creates n-gonsApply Bool, switch to Edit, fix to quads, then SubSurf
Symmetry breaksUse Mirror modifier, not duplicate-and-flip
Mesh has hidden interior facesMesh → Clean Up → Delete Loose

When to load references/overview.md

Load when:

  • The recipes here don't match the request (need bmesh-level precision, custom ops)
  • Topology requirements are stricter than usual (animation-ready, game LODs)
  • Performance matters (foreach_set, batch ops needed)
  • The user references operators not in the recipes

The reference covers: bmesh.ops cookbook, all bpy.ops.mesh.* operators worth knowing, hard-surface workflow with MESHmachine-style chamfering, retopology guidelines, mesh-clean checklist.

What this skill is NOT for

  • Wireframe drawing → 3D model: use wireframe-to-3d
  • Sculpting strokes: Blender's sculpt mode is gestural; can't be driven well from text
  • Sweep-along-path / lofting / curve-driven shapes: covered in wireframe-to-3d/references/blender-patterns.md
  • Materials / lighting / rendering: redirect to those skills

Signals

GitHub stars
26
Last commit
Aug 2026
Advanced
Catalog kind
skill
Gateway key
blender-modeling
Source
github.com/cheshirejcat/blender