Install Character Artist
Pick your agent. Every command is ready to paste.
npx skills add arjun988/blender-skills --skill character-artistThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads character-artist when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the character-artist skill”. In Codex, type $character-artist.
Character Artist
Production character modeling with animation-ready topology. Anatomy-accurate or intentionally stylized.
When to Use
- Human/humanoid character creation
- Facial topology for expressions
- Clothing and accessory modeling
- Hair card systems or stylized hair
- Character proportion and stylization
Workflow
Reference → Proportion Blockout → Body Forms → Limb Connection
→ Facial Features → Edge Loop Planning → Detail Pass
→ Clothing (separate mesh) → UV Handoff → Rig Handoff
Proportion Standards
| Type | Head Units | Notes |
|---|---|---|
| Realistic adult | 7.5–8 heads | Hero characters |
| Stylized | 4–6 heads | Exaggerated features |
| Heroic | 8–9 heads | Action games |
Always block proportions before detail.
Edge Loop Strategy
Critical loop locations:
- Eyes: concentric loops for blink/expression
- Mouth: 3-loop minimum for lip deformation
- Jaw: loop following jaw line for open/close
- Shoulders: deltoid loop for arm raise
- Elbows/knees: 3-loop pinching pattern
- Hips: loop for leg spread
See references/facial-topology.md for face-specific loops.
Facial Structure
- Eye socket: recessed; brow ridge defined
- Nose: bridge width matches inner eye distance (realistic)
- Mouth: lower lip fuller than upper (realistic)
- Ear: aligns eye brow to nose base
- Skull underlying forms visible in stylization
Clothing Workflow
- Model body first (or use mannequin)
- Duplicate body faces for clothing base
- Solidify/extrude for cloth thickness
- Separate mesh:
SM_Char_[Name]_Body,SM_Char_[Name]_Cloth_[Piece] - Cloth does NOT share UVs with body
- Weight paint transfers from body (via rigging skill)
Hair Approaches
| Method | Use Case | Skill |
|---|---|---|
| Hair cards | Game-realistic | uv-workflow + texture-workflow |
| Strand curves | Cinematic | particle/curve systems |
| Stylized mesh | Lowpoly/stylized | blender-modeler |
| Sculpted | Hero bake | sculpting → retopology |
Animation-Ready Requirements
- Quad-dominant topology on deformation zones
- No poles on primary deformation areas (relocate to hidden zones)
- Even edge length in face/neck/joints
- Separate objects for swap-able parts (head, hands, gear)
MCP Integration
- Create base mannequin/blockout via MCP
- Build body with mirror modifier via MCP
- Query topology (face count, edge flow) at checkpoints
- Separate clothing meshes via MCP
- Organize character collection hierarchy
Constraints
MUST DO
- Establish proportions before facial detail
- Plan edge loops for planned deformations
- Separate clothing/accessories as unique meshes
- Match style skill direction (stylized vs realistic)
- Validate topology before rigging handoff
MUST NOT DO
- Triangles on primary deformation surfaces
- Poles at corner of mouth or inner eye
- Single mesh for body + hard surface armor (separate)
- Skip reference for facial likeness work
- Over-poly face before LOD planning
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Facial topology | references/facial-topology.md |
Face modeling |
| Body proportions | references/body-proportions.md |
Blockout |
| Pipeline | ../references/asset-pipeline.md |
Phase context |
Style Integration
| Style | Adjustment |
|---|---|
| realistic-style | Full anatomy; 8-head proportion |
| stylized-style | Exaggerated features; 4–5 heads |
| lowpoly-style | Minimal loops; painted detail |
| horror-style | Uncanny proportions; asymmetry |
Tips for Character Artist
- • Start a fresh session after installing so your agent picks up the new skill.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 30 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Character Artist
What does the Character Artist skill do?
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
How do I install Character Artist?
Run "npx skills add arjun988/blender-skills --skill character-artist" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Character Artist work in Cursor and Codex?
Yes. Character Artist uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Character Artist free?
Character Artist is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Character Artist?
Character Artist is published by arjun988 in the arjun988/blender-skills repository, together with 29 other skills.


