[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M7BDYGAHFPPM6AFV0N1G3CXE":3,"skill-same:01M7BDYGAHFPPM6AFV0N1G3CXE":68},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":19,"linkOnly":20,"markdownContent":21,"markdownBody":22,"frontMatter":23,"refName":31,"commitSha":32,"skillDirectory":33,"forksCount":34,"repositoryHtmlUrl":35,"repositoryHomepageUrl":6,"ownerHtmlUrl":36,"ownerBlogUrl":37,"ownerDescription":38,"updatedAt":39,"install":40,"resources":53},"01M7BDYGAHFPPM6AFV0N1G3CXE","environment-artist",null,"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.","yhyu13\u002FAgentSkillsVault","yhyu13","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F19365678?v=4","01M79A3XCF5M26GEWS60XQQRWW","俞航","01M79A3XD7YZ779GGWS41K367S",3,"MIT","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist\u002FSKILL.md",[],[],"2026-11-15 14:19:17",false,"---\nname: environment-artist\ndescription: 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.\nlicense: MIT\nmetadata:\n  author: https:\u002F\u002Fgithub.com\u002Farjun988\n  version: \"1.0.0\"\n  domain: blender\n  role: specialist\n  triggers: environment, modular kit, building, terrain, vegetation, architecture, interior, exterior, level art, scene composition\n  related-skills: geometry-nodes, procedural-modeling, materials, lighting\n---\n\n# Environment Artist\n\nModular, scalable environment production for games. Storytelling through space. Performance-conscious.\n\n## When to Use\n\n- Modular building kits, interior\u002Fexterior sets\n- Terrain, cliffs, rocks, roads\n- Vegetation placement and optimization\n- Architectural spaces with narrative intent\n- Scene composition and scale establishment\n\n## Core Principles\n\n1. **Modularity** — Pieces snap to grid; reusable across scenes\n2. **Storytelling** — Environment communicates history and mood\n3. **Scale** — Human reference always present\n4. **Performance** — Instancing, LODs, texture atlases\n5. **Composition** — Guide player eye with shapes and value\n\n## Modular Kit Workflow\n\n```\nGrid Definition → Corner\u002FEdge\u002FFill Pieces → Trim Sheets\n    → UV Atlas → Material Variants → Instance Placement\n    → Hero Overrides → Optimization → Export\n```\n\n## Grid Standards\n\n| Kit Type | Grid Unit | Snap |\n|----------|-----------|------|\n| Interior walls | 2m or 4m | 0.5m sub-grid |\n| Exterior facades | 4m modules | 1m sub-grid |\n| Roads | 4m lane width | Centerline snap |\n| Props | 0.5m | Free placement |\n\nName modules: `SM_Env_[Type]_[Role]_[Size]`\nExample: `SM_Env_Wall_Corner_2m`\n\n## Kit Piece Categories\n\n| Role | Purpose | Count Target |\n|------|---------|--------------|\n| Corner | 90° turns | 2–4 variants |\n| Edge | Straight runs | 2–3 lengths |\n| Fill | Blank panels | 3–5 variants |\n| Door\u002FWindow | Breakups | 2–4 types |\n| Trim | Transitions | Shared trim sheet |\n\n## Terrain & Natural Forms\n\n- Hero rocks: sculpted or photogrammetry cleanup\n- Background rocks: geometry nodes scatter\n- Cliffs: modular cliff face pieces + blend shapes\n- Ground: displacement or geo nodes with texture blending\n\n## Vegetation\n\n| Type | Approach | Poly Budget |\n|------|----------|-------------|\n| Hero tree | Hand model + cards | 5k–15k tris |\n| Mid tree | Simplified + impostor LOD | 2k–5k tris |\n| Bush | Cards + cluster | 500–2k tris |\n| Grass | Cards or geo nodes scatter | 2–50 tris per blade |\n\nUse geometry nodes for scatter; see geometry-nodes skill.\n\n## Architecture\n\n**Interior:**\n- Ceiling height: 2.4m–3.5m standard\n- Door: 2.1m × 0.9m\n- Window sill: 0.9m from floor\n- Corridors: minimum 1.5m playable width\n\n**Exterior:**\n- Floor count readable in silhouette\n- Roof forms distinguish building type\n- Weathering tells climate story\n\n## Composition Guidelines\n\n- **Focal point** — One hero element per vista\n- **Leading lines** — Roads, walls, light guide movement\n- **Value hierarchy** — Contrast draws attention\n- **Negative space** — Rest areas between detail clusters\n- **Silhouette layers** — Foreground\u002Fmid\u002Fbackground separation\n\n## Storytelling Details\n\n| Detail | Narrative Signal |\n|--------|------------------|\n| Peeling paint | Neglect, age |\n| Barricades | Conflict, danger |\n| Personal items | Former inhabitants |\n| Damage patterns | Event history |\n| Lighting state | Occupied vs abandoned |\n\n## Game Optimization\n\n- Instance repeated modules (walls, floors)\n- Shared trim sheet across kit\n- Single material with vertex colors for variation\n- LODs: 50%\u002F25%\u002F10% per module\n- Occlusion: don't model unseen backsides\n\n## MCP Integration\n\n1. Create modular pieces with exact dimensions via MCP\n2. Set up collection instances for kit preview\n3. Scatter vegetation via geometry nodes (MCP)\n4. Query total scene polycount\n5. Organize export collections by kit type\n\n## Constraints\n\n### MUST DO\n- Design for grid snapping from blockout\n- Create minimum viable kit before hero pieces\n- Use instancing for all repeated geometry\n- Maintain consistent texel density across kit\n- Include scale reference human figure\n\n### MUST NOT DO\n- Unique geometry for every wall segment\n- Ignore backface culling opportunities\n- Over-detail background-only areas\n- Mix grid sizes within same kit\n- Skip LOD planning\n\n## Reference Guide\n\n| Topic | Reference | Load When |\n|-------|-----------|-----------|\n| Modular kit design | `references\u002Fmodular-kits.md` | Kit creation |\n| Composition | `references\u002Fcomposition.md` | Scene layout |\n| Pipeline | `references\u002Fasset-pipeline.md` | Phase context |\n\n## Style Integration\n\n| Style | Approach |\n|-------|----------|\n| horror-style | Claustrophobic corridors; sparse lighting |\n| lowpoly-style | Large flat shapes; minimal modules |\n| stylized-style | Exaggerated proportions; bold colors |\n| realistic-style | High detail hero; scanned textures |\n","# Environment Artist\n\nModular, scalable environment production for games. Storytelling through space. Performance-conscious.\n\n## When to Use\n\n- Modular building kits, interior\u002Fexterior sets\n- Terrain, cliffs, rocks, roads\n- Vegetation placement and optimization\n- Architectural spaces with narrative intent\n- Scene composition and scale establishment\n\n## Core Principles\n\n1. **Modularity** — Pieces snap to grid; reusable across scenes\n2. **Storytelling** — Environment communicates history and mood\n3. **Scale** — Human reference always present\n4. **Performance** — Instancing, LODs, texture atlases\n5. **Composition** — Guide player eye with shapes and value\n\n## Modular Kit Workflow\n\n```\nGrid Definition → Corner\u002FEdge\u002FFill Pieces → Trim Sheets\n    → UV Atlas → Material Variants → Instance Placement\n    → Hero Overrides → Optimization → Export\n```\n\n## Grid Standards\n\n| Kit Type | Grid Unit | Snap |\n|----------|-----------|------|\n| Interior walls | 2m or 4m | 0.5m sub-grid |\n| Exterior facades | 4m modules | 1m sub-grid |\n| Roads | 4m lane width | Centerline snap |\n| Props | 0.5m | Free placement |\n\nName modules: `SM_Env_[Type]_[Role]_[Size]`\nExample: `SM_Env_Wall_Corner_2m`\n\n## Kit Piece Categories\n\n| Role | Purpose | Count Target |\n|------|---------|--------------|\n| Corner | 90° turns | 2–4 variants |\n| Edge | Straight runs | 2–3 lengths |\n| Fill | Blank panels | 3–5 variants |\n| Door\u002FWindow | Breakups | 2–4 types |\n| Trim | Transitions | Shared trim sheet |\n\n## Terrain & Natural Forms\n\n- Hero rocks: sculpted or photogrammetry cleanup\n- Background rocks: geometry nodes scatter\n- Cliffs: modular cliff face pieces + blend shapes\n- Ground: displacement or geo nodes with texture blending\n\n## Vegetation\n\n| Type | Approach | Poly Budget |\n|------|----------|-------------|\n| Hero tree | Hand model + cards | 5k–15k tris |\n| Mid tree | Simplified + impostor LOD | 2k–5k tris |\n| Bush | Cards + cluster | 500–2k tris |\n| Grass | Cards or geo nodes scatter | 2–50 tris per blade |\n\nUse geometry nodes for scatter; see geometry-nodes skill.\n\n## Architecture\n\n**Interior:**\n- Ceiling height: 2.4m–3.5m standard\n- Door: 2.1m × 0.9m\n- Window sill: 0.9m from floor\n- Corridors: minimum 1.5m playable width\n\n**Exterior:**\n- Floor count readable in silhouette\n- Roof forms distinguish building type\n- Weathering tells climate story\n\n## Composition Guidelines\n\n- **Focal point** — One hero element per vista\n- **Leading lines** — Roads, walls, light guide movement\n- **Value hierarchy** — Contrast draws attention\n- **Negative space** — Rest areas between detail clusters\n- **Silhouette layers** — Foreground\u002Fmid\u002Fbackground separation\n\n## Storytelling Details\n\n| Detail | Narrative Signal |\n|--------|------------------|\n| Peeling paint | Neglect, age |\n| Barricades | Conflict, danger |\n| Personal items | Former inhabitants |\n| Damage patterns | Event history |\n| Lighting state | Occupied vs abandoned |\n\n## Game Optimization\n\n- Instance repeated modules (walls, floors)\n- Shared trim sheet across kit\n- Single material with vertex colors for variation\n- LODs: 50%\u002F25%\u002F10% per module\n- Occlusion: don't model unseen backsides\n\n## MCP Integration\n\n1. Create modular pieces with exact dimensions via MCP\n2. Set up collection instances for kit preview\n3. Scatter vegetation via geometry nodes (MCP)\n4. Query total scene polycount\n5. Organize export collections by kit type\n\n## Constraints\n\n### MUST DO\n- Design for grid snapping from blockout\n- Create minimum viable kit before hero pieces\n- Use instancing for all repeated geometry\n- Maintain consistent texel density across kit\n- Include scale reference human figure\n\n### MUST NOT DO\n- Unique geometry for every wall segment\n- Ignore backface culling opportunities\n- Over-detail background-only areas\n- Mix grid sizes within same kit\n- Skip LOD planning\n\n## Reference Guide\n\n| Topic | Reference | Load When |\n|-------|-----------|-----------|\n| Modular kit design | `references\u002Fmodular-kits.md` | Kit creation |\n| Composition | `references\u002Fcomposition.md` | Scene layout |\n| Pipeline | `references\u002Fasset-pipeline.md` | Phase context |\n\n## Style Integration\n\n| Style | Approach |\n|-------|----------|\n| horror-style | Claustrophobic corridors; sparse lighting |\n| lowpoly-style | Large flat shapes; minimal modules |\n| stylized-style | Exaggerated proportions; bold colors |\n| realistic-style | High detail hero; scanned textures |\n",{"name":5,"license":15,"metadata":24,"description":7},{"role":25,"author":26,"domain":27,"version":28,"triggers":29,"related-skills":30},"specialist","https:\u002F\u002Fgithub.com\u002Farjun988","blender","1.0.0","environment, modular kit, building, terrain, vegetation, architecture, interior, exterior, level art, scene composition","geometry-nodes, procedural-modeling, materials, lighting","main","3c14eed2c62751c6af65679f6e0a4ccfdd6f303b","SKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist",0,"https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault","https:\u002F\u002Fgithub.com\u002Fyhyu13","https:\u002F\u002Fyhyu13.github.io","大丈夫自立于天地之间，岂可郁郁久居于人下\r\nA zealot of AI.","2026-11-14 20:53:07",{"source":8,"skillName":5,"commands":41,"prompt":51,"zipAvailable":52},[42,45,48],{"tool":43,"command":44},"npx","npx skills add yhyu13\u002FAgentSkillsVault --skill environment-artist",{"tool":46,"command":47},"bunx","bunx skills add yhyu13\u002FAgentSkillsVault --skill environment-artist",{"tool":49,"command":50},"pnpm","pnpm dlx skills add yhyu13\u002FAgentSkillsVault --skill environment-artist","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist\u002FSKILL.md",true,[54,60,64],{"path":55,"resourceType":56,"resourceTypeDesc":57,"sizeBytes":58,"sourceHtmlUrl":59},"references\u002Fasset-pipeline.md","REFERENCE","参考文档",5195,"https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist\u002Freferences\u002Fasset-pipeline.md",{"path":61,"resourceType":56,"resourceTypeDesc":57,"sizeBytes":62,"sourceHtmlUrl":63},"references\u002Fcomposition.md",1241,"https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist\u002Freferences\u002Fcomposition.md",{"path":65,"resourceType":56,"resourceTypeDesc":57,"sizeBytes":66,"sourceHtmlUrl":67},"references\u002Fmodular-kits.md",890,"https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fenvironment-artist\u002Freferences\u002Fmodular-kits.md",[69,76,83,90,97,104],{"skillNo":70,"name":71,"nameZh":6,"description":72,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":73,"categories":74,"keywords":75,"publishedAt":19},"01M7DZJW3GMCBHNCC1J37K73T7","feishu-kdocs-cli","Office cloud CLIs for agents: install, authenticate, verify and troubleshoot Feishu `lark-cli` and Kingsoft\u002FWPS Docs `kdocs-cli`, plus the three China office MCP endpoints (Feishu, WPS SkillHub, Tencent Docs). Use when setting up or re-logging-in 飞书 CLI \u002F 金山文档 CLI, when a command fails with missing scope \u002F PATH \u002F token \u002F device-code errors, when a kdocs or lark command returns 400001 or unknown action, or when wiring 飞书 \u002F 金山文档 \u002F 腾讯文档 MCP into Cindy, Claude or another host. Not a per-command reference: domain commands live in the lark-* Skills and the kdocs Skill.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fdevops\u002Ftier0\u002Ffeishu-kdocs-cli\u002FSKILL.md",[],[],{"skillNo":77,"name":78,"nameZh":6,"description":79,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":80,"categories":81,"keywords":82,"publishedAt":19},"01M7BE0VQF0T7ACMY3W9V27ZYG","vfx-fx","Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fvfx-fx\u002FSKILL.md",[],[],{"skillNo":84,"name":85,"nameZh":6,"description":86,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":87,"categories":88,"keywords":89,"publishedAt":19},"01M7BE0Q23SY6QAW24XEADEH0N","uv-workflow","Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fuv-workflow\u002FSKILL.md",[],[],{"skillNo":91,"name":92,"nameZh":6,"description":93,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":94,"categories":95,"keywords":96,"publishedAt":19},"01M7BE0JAKENVJB4Z0SV3Q7QGR","texture-workflow","Production texture workflow for atlases, baking AO\u002Fcurvature\u002Fnormal\u002Froughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Ftexture-workflow\u002FSKILL.md",[],[],{"skillNo":98,"name":99,"nameZh":6,"description":100,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":101,"categories":102,"keywords":103,"publishedAt":19},"01M7BE0CYB7BDJP7HD5WTS2PJB","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.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fsculpting\u002FSKILL.md",[],[],{"skillNo":105,"name":106,"nameZh":6,"description":107,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":108,"categories":109,"keywords":110,"publishedAt":19},"01M7BE09TBX9NQ5EBHN4JZ9VXM","scene-assembly","Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.","https:\u002F\u002Fgithub.com\u002Fyhyu13\u002FAgentSkillsVault\u002Fblob\u002Fmain\u002FSKILL\u002Fgame-dev\u002Ftier2\u002Fscene-assembly\u002FSKILL.md",[],[]]