Prop Artist
SkillDev toolsEveryday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Prop Artist skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/prop-artist/SKILL.md and read by ahel’s review.
Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.
When to Use
- Furniture, tools, containers, electronics, household objects
- Hero interactive props and background set dressing pieces
- Kitbash libraries (handles, brackets, panels, fasteners)
- When hard-surface sci-fi language would feel wrong
Design Principles
- Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
- Silhouette readability — Reads at game camera distance
- Wear hierarchy — Contact edges dirty; protected faces cleaner
- Part logic — Separate meshes where materials or LODs differ
- Pivot correctness — Floor contact, grip, hinge, or socket as needed
Workflow
Reference → Scale blockout → Primary volumes → Secondary forms
→ Edge bevels → Wear/damage → UVs → Materials → Optimize → Export
Prop Tiers
| Tier | Tris (guide) | Detail | Use |
|---|---|---|---|
| Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups |
| Standard | 500–2k | Clean forms, shared mats | Midground |
| Background | 100–500 | Block forms, atlas mats | Far / dense dressing |
Kitbash Rules
- Name parts
SM_KB_[Category]_[Part] - Keep origins at logical attach points
- Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
- Collection:
COL_Kitbash_[Set]
Material Guidance
- Limit unique materials; atlas where possible
- Separate glass / emissive / opaque when needed for engine
- Wear via roughness/AO, not only albedo dirt
Handoff
- UVs →
uv-workflow - Look →
materials/lookdev - Placement →
set-dressing - Ship →
asset-optimization→export-pipelineor engine export skill
Constraints
MUST DO
- Set real-world scale before detailing
- Place pivot intentionally
- Match prop tier to camera distance
MUST NOT DO
- Over-greeble everyday objects
- Use sci-fi panel language on mundane props
- Skip collision planning for interactables
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Prop Tiers | references/prop-tiers.md | When needed |
| Kitbash Library | references/kitbash-library.md | When needed |
| Everyday Prop Checklist | references/everyday-prop-checklist.md | When needed |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
prop-artist- Source
- github.com/arjun988/blender-skills