hard-surface
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.
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---
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"
---
# 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 |More General & Other skills
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