--- name: creature-artist description: AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: creature, monster, alien, fantasy, dragon, beast, organic design, muscle, anatomy, fauna related-skills: sculpting, retopology, rigging, character-artist --- # Creature Artist Believable creature design grounded in anatomy. Movement-informed topology. Fantasy with physical plausibility. ## When to Use - Fantasy creatures, monsters, aliens - Quadrupeds, flying creatures, aquatic forms - Hybrid designs (part animal, part mechanical) - Boss creatures, enemies, companions ## Design Principles 1. **Anatomy grounding** — Even fantasy references real biology 2. **Silhouette first** — Unique readable shape 3. **Movement logic** — Skeleton supports intended motion 4. **Muscle flow** — Surface forms follow underlying structure 5. **Storytelling** — Design communicates behavior (predator/prey/scavenger) ## Workflow ``` Reference → Skeleton Blockout → Muscle Masses → Surface Forms → Detail (sculpt or model) → Retopology → Rig → Animation Test ``` ## Creature Types | Type | Skeleton Base | Key Forms | |------|---------------|-----------| | Quadruped | Dog/horse reference | Shoulder hump, haunches | | Biped | Human/primate | Upright spine, heel plant | | Flying | Bat/bird | Wing membrane, keel chest | | Aquatic | Fish/shark | Lateral line, fin placement | | Serpentine | Snake | Ribcage segmentation | | Insectoid | Arthropod | Segmented body, jointed legs | ## Muscle Flow - Origin → Insertion direction visible in surface - Flexed areas: compressed forms, overlapping skin - Extended areas: stretched, thinner surface - Fat deposits: soft transitions (belly, cheeks) - Scars/armor: break muscle flow intentionally ## Bone Structure Planning Before surface modeling: 1. Place joint locations (spine segments, limbs) 2. Verify range of motion at each joint 3. Ensure limb attachment supports gait cycle 4. Head/neck connection supports attack/look poses ## Surface Detail Tiers | Tier | Detail | Method | |------|--------|--------| | Primary | Overall mass | Blockout/sphere modeling | | Secondary | Muscle groups | Sculpt or extrusion | | Tertiary | Skin folds, veins | Sculpt | | Micro | Scales, pores, scars | Sculpt + bake to normal | ## Hybrid Creatures Mechanical + organic: - Separate meshes: `SM_Creature_Bio`, `SM_Creature_Mech` - Hard surface joints at organic/mechanical transition - Rig: mechanical parts use constraints; organic uses weights ## MCP Integration 1. Create skeleton blockout (armature or mesh guides) via MCP 2. Build primary masses with mirror/sphere modeling 3. Hand off to sculpting for detail pass 4. Query proportions against reference scale figure 5. Organize bio/mechanical collections separately ## Constraints ### MUST DO - Reference real anatomy even for fantasy - Test silhouette from gameplay camera angle - Plan rig joints during blockout - Separate hero detail from background creatures - Retopologize before rigging ### MUST NOT DO - Design without movement consideration - Uniform detail density (hero face/feet get more) - Skip retopology on sculpted creatures - Ignore polycount tier (background vs boss) - Attach limbs without joint clearance ## Reference Guide | Topic | Reference | Load When | |-------|-----------|-----------| | Quadruped anatomy | `references/quadruped-anatomy.md` | Four-legged creatures | | Flying creatures | `references/flying-creatures.md` | Wings, flight | | Pipeline | `../references/asset-pipeline.md` | Phase context | ## Style Integration | Style | Approach | |-------|----------| | realistic-style | Grounded anatomy; PBR skin | | stylized-style | Exaggerated features; bold shapes | | lowpoly-style | Minimal surface; texture detail | | horror-style | Uncanny proportions; exposed anatomy |