character-artist
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
Install / Use
npx skills add arjun988/blender-skills --skill character-artistInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
AutomationSupported Platforms
Our assessment of character-artist
character-artist scores 86/100 on our quality scale, 1818th of 2,873 Automation skills we index.
Its SKILL.md is 4.0 KB long, well organised into 15 sections with 1 code example: a solid amount of guidance for an agent.
With 1,976 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated yesterday, so character-artist is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
Safety scan
No issues foundOur scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful.
AI review by kimi-k2.7-code on 2026-11-07. Automated pattern scan on 2026-11-07. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.
character-artist compared with similar skills
All 4 of these similar skills score higher than character-artist; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| character-artist (this skill)by arjun988 | 86 | 2.0k | 1d ago | SKILL.md |
| Agent-Reachby Panniantong | 100 | 109.8k | 1d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 79.1k | today | CLAUDE.md |
| CowAgentby zhayujie | 100 | 47.8k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 99.1k | 1d ago | MCP Server |
Frequently asked questions
- How do I install character-artist?
- Run
npx skills add arjun988/blender-skills --skill character-artist. The install tabs above show the steps for each supported agent. - Which AI agents does character-artist work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is character-artist safe to use?
- Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful. It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is character-artist still maintained?
- The repository was last updated yesterday, so character-artist is actively maintained.
Skill content
View source on GitHubname: character-artist description: AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: character, human, anatomy, face, facial, clothing, hair, body, edge loop, expression, portrait related-skills: sculpting, retopology, rigging, uv-workflow, materials
Character Artist
Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.
When to Use
- Human/humanoid character creation
- Facial topology for expressions
- Clothing and accessory modeling
- Hair card systems or stylized hair
- Character proportion and stylization
Workflow
Reference → Proportion Blockout → Body Forms → Limb Connection
→ Facial Features → Edge Loop Planning → Detail Pass
→ Clothing (separate mesh) → UV Handoff → Rig Handoff
Proportion Standards
| Type | Head Units | Notes | |------|------------|-------| | Realistic adult | 7.5–8 heads | Hero characters | | Stylized | 4–6 heads | Exaggerated features | | Heroic | 8–9 heads | Action games |
Always block proportions before detail.
Edge Loop Strategy
Critical loop locations:
- Eyes: concentric loops for blink/expression
- Mouth: 3-loop minimum for lip deformation
- Jaw: loop following jaw line for open/close
- Shoulders: deltoid loop for arm raise
- Elbows/knees: 3-loop pinching pattern
- Hips: loop for leg spread
See references/facial-topology.md for face-specific loops.
Facial Structure
- Eye socket: recessed; brow ridge defined
- Nose: bridge width matches inner eye distance (realistic)
- Mouth: lower lip fuller than upper (realistic)
- Ear: aligns eye brow to nose base
- Skull underlying forms visible in stylization
Clothing Workflow
- Model body first (or use mannequin)
- Duplicate body faces for clothing base
- Solidify/extrude for cloth thickness
- Separate mesh:
SM_Char_[Name]_Body,SM_Char_[Name]_Cloth_[Piece] - Cloth does NOT share UVs with body
- Weight paint transfers from body (via rigging skill)
Hair Approaches
| Method | Use Case | Skill | |--------|----------|-------| | Hair cards | Game-realistic | uv-workflow + texture-workflow | | Strand curves | Cinematic | particle/curve systems | | Stylized mesh | Lowpoly/stylized | blender-modeler | | Sculpted | Hero bake | sculpting → retopology |
Animation-Ready Requirements
- Quad-dominant topology on deformation zones
- No poles on primary deformation areas (relocate to hidden zones)
- Even edge length in face/neck/joints
- Separate objects for swap-able parts (head, hands, gear)
MCP Integration
- Create base mannequin/blockout via MCP
- Build body with mirror modifier via MCP
- Query topology (face count, edge flow) at checkpoints
- Separate clothing meshes via MCP
- Organize character collection hierarchy
Constraints
MUST DO
- Establish proportions before facial detail
- Plan edge loops for planned deformations
- Separate clothing/accessories as unique meshes
- Match style skill direction (stylized vs realistic)
- Validate topology before rigging handoff
MUST NOT DO
- Triangles on primary deformation surfaces
- Poles at corner of mouth or inner eye
- Single mesh for body + hard surface armor (separate)
- Skip reference for facial likeness work
- Over-poly face before LOD planning
Reference Guide
| Topic | Reference | Load When |
|-------|-----------|-----------|
| Facial topology | references/facial-topology.md | Face modeling |
| Body proportions | references/body-proportions.md | Blockout |
| Pipeline | ../references/asset-pipeline.md | Phase context |
Style Integration
| Style | Adjustment | |-------|------------| | realistic-style | Full anatomy; 8-head proportion | | stylized-style | Exaggerated features; 4–5 heads | | lowpoly-style | Minimal loops; painted detail | | horror-style | Uncanny proportions; asymmetry |
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Languages
Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
