Agent skill · AI & Agents

procedural-modeling

Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.

arjun98871★ · 1 repos on radarProfile →
claude-codecursorMIT
Install
npx skills add arjun988/blender-skills --skill procedural-modeling --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 1
SKILL.md size: 3 KB
Bundled scripts: none
Version: 1.0.0
Declared author: https://github.com/arjun988
Path: .claude/skills/procedural-modeling/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 71
Language: TypeScript

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Procedural Modeling Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export. ## When to Use - Rocks, cliffs, terrain features - Modular building generation - Road and path systems - Pipe/cable networks - Sci-fi panel arrays - Vegetation placement systems ## Workflow ``` Define Parameters → Build Procedural System → Validate Variations → Realize/Bake → Optimize → Export ``` ## System Categories | System | Primary Tool | Output | |--------|--------------|--------| | Rocks | Geo Nodes + noise | Static mesh | | Buildings | Geo Nodes stack | Modular pieces | | Roads | Curve + Geo Nodes | Mesh strip | | Pipes | Curve to mesh | Network | | Vegetation | Scatter GN | Instanced/baked | | Sci-fi panels | Array + random | Trim sheet geo | ## Rock Generation ``` Base shape (ico sphere) → Displace (multi-scale noise) → Decimate → Subdivide (selective) → Weighted Normal → Variation: seed input controls all noise ``` Expose: `seed`, `scale`, `roughness`, `density` ## Building Generation ``` Footprint curve → Extrude floors → Window boolean pattern → Balcony probability → Roof type switch → Material ID ``` Output separate meshes per floor module for game kit

What's inside
Steps it walks through
  1. When to Use
  2. Workflow
  3. System Categories
  4. Rock Generation
  5. Building Generation
  6. Road Systems
  7. Pipe/Cable Networks
  8. Sci-Fi Panels
  9. Variation Testing
  10. Game Export Decision
  11. MCP Integration
  12. Constraints
  13. MUST DO
  14. MUST NOT DO
More from blender-skills
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About this skill
What does the procedural-modeling skill do?

Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.

How do I install it?

Run `npx skills add arjun988/blender-skills --skill procedural-modeling --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From arjun988/blender-skills, a repository with 71 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going