--- name: hard-surface description: AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: hard surface, sci-fi, industrial, military, vehicle, spaceship, weapon, robot, machinery, boolean, bevel, panel line, greeble, mechanical related-skills: blender-modeler, materials, uv-workflow, asset-optimization, vehicle-artist, prop-artist --- # Hard Surface Artist Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first. ## When to Use - Sci-fi consoles, spaceships, industrial equipment - Weapons, vehicles, robotics, military props - Mechanical assemblies with panels, vents, bolts - Any asset requiring crisp edges, booleans, chamfers ## Design Principles 1. **Primary forms first** — Silhouette reads at distance 2. **Manufacturing logic** — Panel breaks follow construction seams 3. **Surface hierarchy** — Primary > Secondary > Tertiary > Micro (greebles) 4. **Functional readability** — Every form suggests purpose 5. **Edge consistency** — Uniform bevel widths per detail tier ## Workflow ``` Reference → Scale Blockout → Primary Volumes → Panel Breaks → Boolean Cuts → Bevel Pass → Weighted Normals → Greebles (instanced) → UV Planning → Materials ``` ## Boolean Workflow ``` 1. Block primary forms (no booleans yet) 2. Create cutter objects on separate collection COL_Booleans 3. Apply scale on all operands 4. Boolean Difference/Union — keep LIVE 5. Fix intersection artifacts with manual cleanup if needed 6. Bevel AFTER boolean in modifier stack 7. Apply booleans only at export prep ``` **Boolean rules:** - Cutter objects named `SM_Cutter_[Feature]` - Prefer exact solver for mechanical work - Avoid booleans on curved surfaces without adequate topology - Duplicate mesh before first boolean as backup ## Bevel Workflow | Detail Tier | Bevel Width | Segments | |-------------|-------------|----------| | Primary edges | 0.005–0.02m | 2–3 | | Panel lines | 0.001–0.003m | 1–2 | | Micro detail | 0.0005–0.001m | 1 | - Use bevel weight or edge marks for selective beveling - Weighted Normal modifier after bevel (keep sharp: 30°) - Never bevel entire mesh uniformly on complex assets ## Panel Lines Techniques (prefer non-destructive): 1. Inset faces + slight extrude inward 2. Knife cuts on flat panels 3. Boolean with thin cutter boxes 4. Normal map detail for distant panels Place panel lines at: - Structural boundaries - Access hatches, maintenance points - Material transitions - Manufacturing seam locations ## Greebles - Instance small detail meshes; never model unique unless hero - Collection: `COL_Greebles` - Keep greebles on separate mesh for easy toggle - Budget: greebles should not dominate polycount - Use array + random transform for scatter greebles ## Hard Edge Management ``` Sharp edges → Mark Sharp or Bevel Weight = 1.0 Soft transitions → Bevel Weight = 0.0–0.5 Auto Smooth angle: 30°–45° for hard surface Weighted Normal modifier: Keep Sharp enabled ``` ## Manufacturing Reference | Real-World Feature | Modeling Approach | |--------------------|-------------------| | Sheet metal bend | Bevel + slight inset | | Weld seam | Thin raised strip or normal map | | Bolt pattern | Instanced cylinder, hex inset | | Vent grille | Boolean cut + array | | Cable routing | Curve + bevel object or geo nodes | | Rubber gasket | Separate mesh, slight inset channel | ## Vehicle / Spaceship Specifics > Prefer **vehicle-artist** for cars, ships, aircraft, and mechs. Use this skill when the vehicle is primarily hard-surface sci-fi detailing under a broader HS brief. - Establish centerline symmetry early (Mirror modifier) - Flow lines follow aerodynamic/structural logic - Landing gear, thrusters as separate objects - LOD: bake panel detail to normal at distance ## Weapon Specifics - Grip pivot at hand contact center - Sight line alignment verified - Separate moving parts (slide, magazine) as objects - First-person: optimize silhouette for viewmodel ## MCP Integration Execute via MCP: 1. Create blockout primitives 2. Apply mirror/array modifiers 3. Execute boolean operations 4. Apply bevel and weighted normal 5. Instance greeble collections 6. Query polycount per phase ## Constraints ### MUST DO - Maintain manufacturing plausibility - Keep modifier stack non-destructive until export - Use instancing for repeated mechanical detail - Verify silhouette at 45° increments - Apply scale before booleans ### MUST NOT DO - Boolean on unsubdivided curved surfaces without support - Uniform bevel on entire complex mesh - Model every bolt uniquely - Skip weighted normals on hard surface - Exceed polycount budget with micro-detail ## Reference Guide | Topic | Reference | Load When | |-------|-----------|-----------| | Boolean deep dive | `references/boolean-workflow.md` | Complex cuts | | Greeble library | `references/greeble-patterns.md` | Detail pass | | Pipeline | `../references/asset-pipeline.md` | Phase context | ## Style Integration | Style | Adjustment | |-------|------------| | realistic-style | Full bevel + PBR materials | | lowpoly-style | Skip micro-bevels; large flat panels | | horror-style | Industrial wear; asymmetric damage | | stylized-style | Exaggerated panel breaks; bold bevels |