--- name: vehicle-artist description: Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline --- # Vehicle Artist Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs. ## When to Use - Cars, trucks, bikes, aircraft, boats, ships - Mechs and large mechanical walkers - Transit / industrial vehicles - When vehicle work should not live under generic hard-surface ## Design Principles 1. **Proportion blockout first** — Wheelbase, cabin, mass distribution 2. **Centerline symmetry** — Mirror early; break only for damage/wear 3. **Panel flow** — Seams follow stamped/assembled construction 4. **Functional readability** — Lights, intakes, doors, wheels read clearly 5. **Separate systems** — Body, wheels, glass, interior, lights as objects ## Workflow ``` Ortho refs → Chassis blockout → Body volumes → Wheel/suspension → Panel breaks → Booleans/cutters → Bevels → Glass/lights → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export ``` ## Blockout Checklist - [ ] Overall length / width / height locked - [ ] Wheel size and stance correct - [ ] Cabin / canopy silhouette readable - [ ] Ground clearance intentional - [ ] Symmetry axis established ## Object Split (Game) | Object | Why | |--------|-----| | `SM_Vehicle_Body` | Main shell | | `SM_Vehicle_Wheel_*` | Spin / steer | | `SM_Vehicle_Glass` | Transparency / sorting | | `SM_Vehicle_Light_*` | Emissive materials | | `SM_Vehicle_Interior` | Cull on distant LODs | ## LOD Guidance | LOD | Focus | |-----|-------| | LOD0 | Full panels, interior if visible | | LOD1 | Simplified panels, remove micro | | LOD2 | Body + wheels + glass only | | LOD3 | Impostor / ultra-low hull | Use `lod-pipeline` for generation and validation. ## Collision - Simple convex hulls per major volume - Wheel capsules/cylinders separate if physics-driven - See `collision-proxy` ## Constraints ### MUST DO - Lock proportions before panel detail - Keep wheels as separate objects when animated - Plan LODs and collision with body ### MUST NOT DO - Detail interior before exterior silhouette - Boolean chaos without cutter collection - Single merged mesh for all systems on game vehicles ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Proportion Blockout | `references/proportion-blockout.md` | When needed | | Vehicle Object Split | `references/vehicle-object-split.md` | When needed | | Vehicle Lod Targets | `references/vehicle-lod-targets.md` | When needed |