Vehicle Artist
SkillDev toolsDedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
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 Vehicle Artist skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/vehicle-artist/SKILL.md and read by ahel’s review.
Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.
When to Use
- Cars, trucks, bikes, aircraft, boats, ships
- Mechs and large mechanical walkers
- Transit / industrial vehicles
- When vehicle work should not live under generic hard-surface
Design Principles
- Proportion blockout first — Wheelbase, cabin, mass distribution
- Centerline symmetry — Mirror early; break only for damage/wear
- Panel flow — Seams follow stamped/assembled construction
- Functional readability — Lights, intakes, doors, wheels read clearly
- Separate systems — Body, wheels, glass, interior, lights as objects
Workflow
Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
→ Panel breaks → Booleans/cutters → Bevels → Glass/lights
→ Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export
Blockout Checklist
- Overall length / width / height locked
- Wheel size and stance correct
- Cabin / canopy silhouette readable
- Ground clearance intentional
- Symmetry axis established
Object Split (Game)
| Object | Why |
|---|---|
SM_Vehicle_Body | Main shell |
SM_Vehicle_Wheel_* | Spin / steer |
SM_Vehicle_Glass | Transparency / sorting |
SM_Vehicle_Light_* | Emissive materials |
SM_Vehicle_Interior | Cull on distant LODs |
LOD Guidance
| LOD | Focus |
|---|---|
| LOD0 | Full panels, interior if visible |
| LOD1 | Simplified panels, remove micro |
| LOD2 | Body + wheels + glass only |
| LOD3 | Impostor / ultra-low hull |
Use lod-pipeline for generation and validation.
Collision
- Simple convex hulls per major volume
- Wheel capsules/cylinders separate if physics-driven
- See
collision-proxy
Constraints
MUST DO
- Lock proportions before panel detail
- Keep wheels as separate objects when animated
- Plan LODs and collision with body
MUST NOT DO
- Detail interior before exterior silhouette
- Boolean chaos without cutter collection
- Single merged mesh for all systems on game vehicles
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Proportion Blockout | references/proportion-blockout.md | When needed |
| Vehicle Object Split | references/vehicle-object-split.md | When needed |
| Vehicle Lod Targets | references/vehicle-lod-targets.md | When needed |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
vehicle-artist- Source
- github.com/arjun988/blender-skills