--- name: prop-artist description: Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: prop, props, furniture, chair, table, bottle, tool, kitbash, household, everyday object, hero prop, set prop related-skills: blender-modeler, hard-surface, materials, uv-workflow, asset-optimization, set-dressing --- # Prop Artist Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts. ## When to Use - Furniture, tools, containers, electronics, household objects - Hero interactive props and background set dressing pieces - Kitbash libraries (handles, brackets, panels, fasteners) - When hard-surface sci-fi language would feel wrong ## Design Principles 1. **Real-world scale** — Measure against human (door 2.0–2.1m, chair seat ~0.45m) 2. **Silhouette readability** — Reads at game camera distance 3. **Wear hierarchy** — Contact edges dirty; protected faces cleaner 4. **Part logic** — Separate meshes where materials or LODs differ 5. **Pivot correctness** — Floor contact, grip, hinge, or socket as needed ## Workflow ``` Reference → Scale blockout → Primary volumes → Secondary forms → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export ``` ## Prop Tiers | Tier | Tris (guide) | Detail | Use | |------|--------------|--------|-----| | Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups | | Standard | 500–2k | Clean forms, shared mats | Midground | | Background | 100–500 | Block forms, atlas mats | Far / dense dressing | ## Kitbash Rules - Name parts `SM_KB_[Category]_[Part]` - Keep origins at logical attach points - Prefer modular dimensions (0.05 / 0.1 / 0.25m grid) - Collection: `COL_Kitbash_[Set]` ## Material Guidance - Limit unique materials; atlas where possible - Separate glass / emissive / opaque when needed for engine - Wear via roughness/AO, not only albedo dirt ## Handoff - UVs → `uv-workflow` - Look → `materials` / `lookdev` - Placement → `set-dressing` - Ship → `asset-optimization` → `export-pipeline` or engine export skill ## Constraints ### MUST DO - Set real-world scale before detailing - Place pivot intentionally - Match prop tier to camera distance ### MUST NOT DO - Over-greeble everyday objects - Use sci-fi panel language on mundane props - Skip collision planning for interactables ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Prop Tiers | `references/prop-tiers.md` | When needed | | Kitbash Library | `references/kitbash-library.md` | When needed | | Everyday Prop Checklist | `references/everyday-prop-checklist.md` | When needed |