environment-artist
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
- License 许可
- MIT
- 最近更新
- 2026-11-14
- Stars
- ★ 3
- Forks
- 0
01 前言 Front Matter
- name
- environment-artist
- license
- MIT
- metadata
- { "role": "specialist", "author": "https://github.com/arjun988", "domain": "blender", "version": "1.0.0", "triggers": "environment, modular kit, building, terrain, vegetation, architecture, interior, exterior, level art, scene composition", "related-skills": "geometry-nodes, procedural-modeling, materials, lighting" }
- description
- AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
02 资源文件 3
- 参考文档references/asset-pipeline.md5.1 KB
- 参考文档references/composition.md1.2 KB
- 参考文档references/modular-kits.md890 B
03 SKILL.md 正文
Environment Artist
Modular, scalable environment production for games. Storytelling through space. Performance-conscious.
When to Use
- Modular building kits, interior/exterior sets
- Terrain, cliffs, rocks, roads
- Vegetation placement and optimization
- Architectural spaces with narrative intent
- Scene composition and scale establishment
Core Principles
- Modularity — Pieces snap to grid; reusable across scenes
- Storytelling — Environment communicates history and mood
- Scale — Human reference always present
- Performance — Instancing, LODs, texture atlases
- Composition — Guide player eye with shapes and value
Modular Kit Workflow
Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
→ UV Atlas → Material Variants → Instance Placement
→ Hero Overrides → Optimization → Export
Grid Standards
| Kit Type | Grid Unit | Snap |
|---|---|---|
| Interior walls | 2m or 4m | 0.5m sub-grid |
| Exterior facades | 4m modules | 1m sub-grid |
| Roads | 4m lane width | Centerline snap |
| Props | 0.5m | Free placement |
Name modules: SM_Env_[Type]_[Role]_[Size]
Example: SM_Env_Wall_Corner_2m
Kit Piece Categories
| Role | Purpose | Count Target |
|---|---|---|
| Corner | 90° turns | 2–4 variants |
| Edge | Straight runs | 2–3 lengths |
| Fill | Blank panels | 3–5 variants |
| Door/Window | Breakups | 2–4 types |
| Trim | Transitions | Shared trim sheet |
Terrain & Natural Forms
- Hero rocks: sculpted or photogrammetry cleanup
- Background rocks: geometry nodes scatter
- Cliffs: modular cliff face pieces + blend shapes
- Ground: displacement or geo nodes with texture blending
Vegetation
| Type | Approach | Poly Budget |
|---|---|---|
| Hero tree | Hand model + cards | 5k–15k tris |
| Mid tree | Simplified + impostor LOD | 2k–5k tris |
| Bush | Cards + cluster | 500–2k tris |
| Grass | Cards or geo nodes scatter | 2–50 tris per blade |
Use geometry nodes for scatter; see geometry-nodes skill.
Architecture
Interior:
- Ceiling height: 2.4m–3.5m standard
- Door: 2.1m × 0.9m
- Window sill: 0.9m from floor
- Corridors: minimum 1.5m playable width
Exterior:
- Floor count readable in silhouette
- Roof forms distinguish building type
- Weathering tells climate story
Composition Guidelines
- Focal point — One hero element per vista
- Leading lines — Roads, walls, light guide movement
- Value hierarchy — Contrast draws attention
- Negative space — Rest areas between detail clusters
- Silhouette layers — Foreground/mid/background separation
Storytelling Details
| Detail | Narrative Signal |
|---|---|
| Peeling paint | Neglect, age |
| Barricades | Conflict, danger |
| Personal items | Former inhabitants |
| Damage patterns | Event history |
| Lighting state | Occupied vs abandoned |
Game Optimization
- Instance repeated modules (walls, floors)
- Shared trim sheet across kit
- Single material with vertex colors for variation
- LODs: 50%/25%/10% per module
- Occlusion: don't model unseen backsides
MCP Integration
- Create modular pieces with exact dimensions via MCP
- Set up collection instances for kit preview
- Scatter vegetation via geometry nodes (MCP)
- Query total scene polycount
- Organize export collections by kit type
Constraints
MUST DO
- Design for grid snapping from blockout
- Create minimum viable kit before hero pieces
- Use instancing for all repeated geometry
- Maintain consistent texel density across kit
- Include scale reference human figure
MUST NOT DO
- Unique geometry for every wall segment
- Ignore backface culling opportunities
- Over-detail background-only areas
- Mix grid sizes within same kit
- Skip LOD planning
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Modular kit design | references/modular-kits.md |
Kit creation |
| Composition | references/composition.md |
Scene layout |
| Pipeline | references/asset-pipeline.md |
Phase context |
Style Integration
| Style | Approach |
|---|---|
| horror-style | Claustrophobic corridors; sparse lighting |
| lowpoly-style | Large flat shapes; minimal modules |
| stylized-style | Exaggerated proportions; bold colors |
| realistic-style | High detail hero; scanned textures |
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texture-workflow
Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.
sculpting
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
scene-assembly
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