3d-modeling
Skill0 starsChanged 48 days agoMITView on GitHub
3D modeling, materials, lighting, rendering and animation with Blender 5.2 LTS on codeonym's Arch workstation (AMD Vega iGPU — EEVEE on GPU, Cycles on CPU). Use when the user wants to model something in 3D, make product/packaging/device mockups of their designs, render stills or turntables, create 3D assets for the web (glTF/GLB for three.js / React Three Fiber), convert between 3D formats, prepare STL for 3D printing, or script Blender with Python.
3 other projects use a version of this, 1 of them edited.
Adopted by
Most recently taken up by
- codeonym-oss/design-skillsedited, first seen Oct 20, 2026
- jasonkneen/tiny-world-buildertheir own version, first seen Oct 8, 2026
- saitotakeuchi/MichelangeloCCtheir own version, first seen Jan 11, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 1
- codeonym-oss/design-skills★ 036% same
Wrote their own version · 2
- jasonkneen/tiny-world-builder★ 1.6ksame name
- saitotakeuchi/MichelangeloCC★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository9 other files it gives its agents.
- design-doctorSkill
- graphic-designSkill
- illustrationSkill
- photo-editingSkill
- print-layoutSkill
- screen-recordingSkill
- typographySkill
- ui-designSkill
- video-editingSkill
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 40
Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive like the 2D tools.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
3D modeling (Blender 5.2)
Toolkit on this machine
| Tool | Use it for | Launch / CLI |
| Blender 5.2 LTS | Modeling, sculpting, materials, lighting, rendering, animation, compositing, video sequencing | blender (from the app grid) · terminal: scripts/blender.sh |
| EEVEE (real-time) | Fast renders on the Vega iGPU — mockups, previews, stylized work | engine BLENDER_EEVEE |
| Cycles (path tracing) | Photoreal renders — CPU only here (Vega APUs aren't supported by HIP), use denoising + low samples | engine CYCLES |
| Bundled add-ons | Node Wrangler, Rigify, glTF 2.0, FBX, OBJ/STL/PLY importers | Edit → Preferences → Add-ons / Get Extensions |
/usr/bin/ffmpeg | Encode rendered frames to MP4 with AMD VAAPI | used by render.sh |
Machine quirk: Homebrew's python3 (from ~/.zshrc) hijacks Blender's embedded Python when Blender is launched from a terminal → numpy missing → glTF import/export errors. Launching from the GNOME app grid is fine. From a terminal use scripts/blender.sh … (all scripts here already fix PATH).
Scripts
| Script | What it does |
check.sh | Blender version, Cycles GPU availability, engines, bundled add-ons, VAAPI for animations |
blender.sh [args] | Blender with the PATH fix above — use instead of blender in a terminal |
render.sh scene.blend [--engine eevee|cycles] [--samples N] [--res WxH] [--frame N | --anim] | Headless still or animation render; animations become an MP4 automatically |
mockup.py | Your 2D design (poster, cover, card, screenshot) as a lit 3D studio mockup. blender.sh -b --factory-startup -P mockup.py -- --image design.png --out mockup.png [--style tilt|flat|lean] [--bg '#f4f4f5'] [--save mockup.blend] |
turntable.py | 360° turntable of any model (glb/obj/fbx/stl/blend) with studio lighting. blender.sh -b --factory-startup -P turntable.py -- --model chair.glb --save chair-tt.blend then render.sh chair-tt.blend --anim |
convert-model.sh in.X out.Y [--draco] | Converts between blend/glb/gltf/obj/fbx/stl/ply; --draco shrinks GLB for the web |
Guides
references/blender-essentials.md— navigation, the modeling toolkit, modifiers, shortcuts that matter.references/materials-lighting-render.md— Principled BSDF, HDRI/studio lighting, EEVEE vs Cycles settings tuned for this machine.references/project-recipes.md— step-by-step: product mockup, low-poly scene, logo in 3D, web asset for React Three Fiber, 3D print prep.
Rules of thumb
- Model at real-world scale (1 unit = 1 m) and apply scale (Ctrl+A → Scale) before modifiers/export.
- Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive like the 2D tools.
- Preview in EEVEE, final in EEVEE unless you need true glass/caustics/GI → then Cycles with denoising at 64–256 samples.
- Render animations as PNG frames (crash-safe), encode to MP4 afterwards (
render.sh --animdoes this). - For the web, export GLB with Draco, keep textures ≤ 2K, and < 50k triangles per hero model.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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