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codeonym-orgcodeonym-org/codeonym-arch-design/skills/3d-modeling/SKILL.md

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.

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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
  1. Distinctive:

    Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive like the 2D tools.

    line 40

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

3D modeling (Blender 5.2)

Toolkit on this machine

ToolUse it forLaunch / CLI
Blender 5.2 LTSModeling, sculpting, materials, lighting, rendering, animation, compositing, video sequencingblender (from the app grid) · terminal: scripts/blender.sh
EEVEE (real-time)Fast renders on the Vega iGPU — mockups, previews, stylized workengine BLENDER_EEVEE
Cycles (path tracing)Photoreal renders — CPU only here (Vega APUs aren't supported by HIP), use denoising + low samplesengine CYCLES
Bundled add-onsNode Wrangler, Rigify, glTF 2.0, FBX, OBJ/STL/PLY importersEdit → Preferences → Add-ons / Get Extensions
/usr/bin/ffmpegEncode rendered frames to MP4 with AMD VAAPIused 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

ScriptWhat it does
check.shBlender 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.pyYour 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.py360° 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

  1. Model at real-world scale (1 unit = 1 m) and apply scale (Ctrl+A → Scale) before modifiers/export.
  2. Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive like the 2D tools.
  3. Preview in EEVEE, final in EEVEE unless you need true glass/caustics/GI → then Cycles with denoising at 64–256 samples.
  4. Render animations as PNG frames (crash-safe), encode to MP4 afterwards (render.sh --anim does this).
  5. For the web, export GLB with Draco, keep textures ≤ 2K, and < 50k triangles per hero model.

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