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AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props.
Passed 19 of 22 test cases with the skill, and 15 of 22 without it.
and 3 more in the full report
4 fixed15 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
In our team pipeline, artists have been naming boolean cutter meshes randomly like Cut_Box1 or CutterNew. What exact naming convention and prefix must be enforced for cutter objects on hard-surface assets?
| Checked | Without skill | With skill |
|---|---|---|
| Enforces naming cutter objects using the pattern `SM_Cutter_[Feature]`. | Missed | Passed |
The instructions your model reads when the skill loads.
Production hard surface modeling with manufacturing logic. Readable surfaces. Clean modifier stacks. MCP-first.
Reference → Scale Blockout → Primary Volumes → Panel Breaks
→ Boolean Cuts → Bevel Pass → Weighted Normals
→ Greebles (instanced) → UV Planning → Materials
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:
test cases passed, vs 15 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.