# blender-gamedev > Blender MCP for 3D game asset creation and scene building. TRIGGERS: 3D model, Blender, mesh, material, texture, HDRI, lighting, fbx export, gltf export, glb, Poly Haven, Sketchfab, Hyper3D, 3D scene, low-poly, game-ready model, UV mapping, Blender MCP, execute_blender_code, 3D character, 3D prop, 3D environment, rigging, armature, keyframe USE WHEN: Creating 3D models, setting up game scenes, applying materials, importing assets from Poly Haven/Sketchfab, generating models with Hyper3D, rigging characters, creating animations, exporting to Unity/Godot formats. TOKEN BUDGET: ~520 tokens (SKILL.md only), ~2200 with references NOTE: Blender must be running with addon installed. Code execution is powerful but requires caution - always save before complex operations. COMPATIBILITY: Blender 3.0+ recommended. Some operators (triangulate, decimate) have slight API changes between versions. - Author: joe42-dev - Repository: joe42-dev/spec-kit-game-dev - Version: 20260101222206 - Stars: 1 - Forks: 0 - Last Updated: 2026-02-06 - Source: https://github.com/joe42-dev/spec-kit-game-dev - Web: https://mule.run/skillshub/@@joe42-dev/spec-kit-game-dev~blender-gamedev:20260101222206 --- --- name: blender-gamedev description: | Blender MCP for 3D game asset creation and scene building. TRIGGERS: 3D model, Blender, mesh, material, texture, HDRI, lighting, fbx export, gltf export, glb, Poly Haven, Sketchfab, Hyper3D, 3D scene, low-poly, game-ready model, UV mapping, Blender MCP, execute_blender_code, 3D character, 3D prop, 3D environment, rigging, armature, keyframe USE WHEN: Creating 3D models, setting up game scenes, applying materials, importing assets from Poly Haven/Sketchfab, generating models with Hyper3D, rigging characters, creating animations, exporting to Unity/Godot formats. TOKEN BUDGET: ~520 tokens (SKILL.md only), ~2200 with references NOTE: Blender must be running with addon installed. Code execution is powerful but requires caution - always save before complex operations. COMPATIBILITY: Blender 3.0+ recommended. Some operators (triangulate, decimate) have slight API changes between versions. --- # Blender Game Asset Skill ## Key Principle: Blender Must Be Running Unlike cloud-based tools, Blender MCP requires a local Blender instance with the addon installed. Always verify connection before operations. ``` 1. Blender open with MCP addon active 2. Get scene info to verify connection 3. Execute operations 4. Save and export ``` ## Quick Reference - Blender MCP Tools ### Scene & Objects ``` mcp__blender-mcp__get_scene_info → Current scene state mcp__blender-mcp__create_object → Add primitives/meshes mcp__blender-mcp__modify_object → Transform objects mcp__blender-mcp__set_material → Apply materials mcp__blender-mcp__execute_blender_code → Run Python in Blender ``` ### External Assets ``` mcp__blender-mcp__polyhaven_search → Search Poly Haven (HDRI, textures, models) mcp__blender-mcp__polyhaven_download → Download Poly Haven asset mcp__blender-mcp__sketchfab_search → Search Sketchfab models mcp__blender-mcp__hyper3d_generate → Text-to-3D generation ``` ### Utility ``` mcp__blender-mcp__get_viewport_screenshot → Capture current view ``` ## Workflow Patterns ### Pattern 1: Quick Game Prop ```python # 1. Verify connection get_scene_info() # 2. Create base mesh create_object(type="cube", name="crate", location=(0, 0, 0.5)) # 3. Apply material set_material(object="crate", color="#6B4423", metallic=0, roughness=0.8) # 4. Export for engine execute_blender_code(""" import bpy bpy.ops.export_scene.gltf( filepath='/tmp/crate.glb', export_selected=True, export_apply=True ) """) ``` ### Pattern 2: Environment with Poly Haven ```python # 1. Get HDRI for lighting polyhaven_search(type="hdris", query="outdoor sunny") polyhaven_download(asset_id="kloofendal_48d_partly_cloudy") # 2. Get ground texture polyhaven_search(type="textures", query="forest ground") polyhaven_download(asset_id="forest_ground_01") # 3. Setup scene execute_blender_code(""" import bpy # HDRI is auto-applied to world # Create ground plane with texture bpy.ops.mesh.primitive_plane_add(size=100) """) ``` ### Pattern 3: Text-to-3D Prototyping ```python # Generate from description (uses Hyper3D/FAL.ai) hyper3d_generate( prompt="medieval wooden barrel, game asset, low poly style" ) # Clean up for game use execute_blender_code(""" import bpy obj = bpy.context.active_object # Decimate if too high poly mod = obj.modifiers.new('Decimate', 'DECIMATE') mod.ratio = 0.5 bpy.ops.object.modifier_apply(modifier='Decimate') # Set origin to bottom bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS') """) ``` ### Pattern 4: Batch Asset Creation ```python # Create multiple props with consistent style props = [ ("barrel", "cylinder", (0.5, 0.5, 0.8)), ("crate", "cube", (1, 1, 1)), ("post", "cylinder", (0.2, 0.2, 2)) ] for name, mesh_type, scale in props: create_object(type=mesh_type, name=name, scale=scale) set_material(object=name, color="#8B4513", roughness=0.9) ``` ## Engine Export Settings ### Unity (FBX) ```python execute_blender_code(""" bpy.ops.export_scene.fbx( filepath='/path/to/asset.fbx', use_selection=True, apply_scale_options='FBX_SCALE_ALL', axis_forward='-Z', axis_up='Y' ) """) ``` ### Godot (GLTF/GLB) ```python execute_blender_code(""" bpy.ops.export_scene.gltf( filepath='/path/to/asset.glb', export_format='GLB', export_selected=True, export_apply=True, export_yup=True ) """) ``` ## Important Parameters ### Object Types - `cube`, `sphere`, `cylinder`, `cone`, `plane`, `torus` - `monkey` (Suzanne - good for testing) ### Material Properties - `color` - Hex or RGB tuple - `metallic` - 0.0 to 1.0 - `roughness` - 0.0 (shiny) to 1.0 (matte) - `emission` - Glow color/strength ### Poly Haven Asset Types - `hdris` - Environment lighting - `textures` - PBR texture sets - `models` - 3D models (CC0) ## Detailed References - [reference/primitives.md](reference/primitives.md) - Object creation & mesh ops - [reference/materials.md](reference/materials.md) - Materials & textures - [reference/scene.md](reference/scene.md) - Lighting, camera, environment - [reference/animation.md](reference/animation.md) - Rigging & keyframes - [reference/external-assets.md](reference/external-assets.md) - Poly Haven, Sketchfab, Hyper3D - [reference/export.md](reference/export.md) - Unity/Godot export settings - [checklists/asset-pipeline.md](checklists/asset-pipeline.md) - Production workflow ## Anti-Patterns - **NEVER** run complex code without saving first - **NEVER** forget to verify Blender connection (get_scene_info) - **NEVER** export without applying transforms - **NEVER** use n-gons for game meshes (triangulate) - **ALWAYS** set origin appropriately (center/bottom) - **ALWAYS** check poly count before export