像素美术工作流
3 个 skill美术资产
先用美术圣经定视觉规则,再用 pxl 以代码画真正对齐网格的像素画,用 sprite-gen 生成角色动画图集。
查看合集游戏制作路线图 · 第 4 步
做美术并导入引擎:美术风格规范、像素精灵和图集、3D 模型以及导出到引擎。
入门
站内托管、我们实测。免费,免登录。
站内 6 个 · 测过 4 个
Pro
GameSkill 原创包。
目录条目链接到原作者仓库,只有入门层的 skill 由 GameSkill 站内托管并实测。
Author the Art Bible — visual identity gating asset production.
An Agent Skill that rebuilds the object or character in a reference image as a code-only, animation-ready Three.js model, checked pass by pass.
Generate clean 2D game sprites and animation atlases: state rows, alpha cleanup, frame extraction, runtime atlases.
An Agent Skill and zero-dependency CLI: the agent writes a compact .px.js file and gets PNGs, sprite sheets with JSON, animated GIFs and a live viewer.
Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD.
A GameSkill original: front, side and back reference prompts, any image-to-3D provider, then a tested glTF Transform pass that simplifies, resizes textures, applies Draco and builds LODs inside a triangle and file-size budget.
Community plugin to control Blender with any LLM. The most-starred game-adjacent MCP server on GitHub.
Eight Claude Code skills that turn one image into a 3D scene: GLB/OBJ meshes of objects, a Gaussian splat of the environment, and SFX. Needs paid World Labs and FAL keys.
Plan, generate, source, normalize, and validate cohesive visual game assets.
Production-ready images, video, audio and 3D from any agent through the Scenario MCP, plus expert teams for Blender, Unreal and Unity.
Hard-surface modeling in Blender for props, weapons and vehicles: booleans, bevels, weighted normals and support loops, plus shading fixes.
Rig characters, creatures and props in Blender through Python: Rigify, weights, IK/FK, drivers, corrective and facial shape keys, and deformation tests.
Bring 3D assets into Roblox Studio and prepare avatar items: imports, scale in studs, triangle budgets, validation, PBR SurfaceAppearance and UGC accessories.
Sculpt realistic heads, bodies and creatures in ZBrush: anatomy, skin and scale detail, subdivision planning, cloth, FiberMesh hair and horns.
Sculpt stylized and cartoon characters in ZBrush: shape language, deliberate proportions, crisp planes, stylized hair and toy-production constraints.
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in.
Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs.
Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides.
Create a 2D tile palette from sprites or textures, or make tiles change based on their neighbours.
A Tripo-sponsored kit that turns one full-body character illustration into a VRM 1.0 avatar with an AI agent doing the Tripo, Blender and rigging work, including hair spring bones and expressions. Source-available under its own terms, not open source, so see the repository for use.
A local image-to-3D studio with an MCP server: prompt or picture in, a textured, rigged, animated GLB game character out, on Apple Silicon or NVIDIA.
Turn an idea into a Three.js or Blender scene: 223 recipes, 440 knowledge records and runnable studio examples.
Scenario's experimental Blender 5.0+ extension: AI images, video, 3D and PBR materials in the viewport, plus a local MCP server for agents. GPL-3.0; paid Scenario API.
Your coding agent paints pixel art in the Aseprite window you already have open: draws, checks its work, animates and exports.
Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
Before drawing something new, write an art spec and an image prompt, then import the reference art panel by panel so the pixels follow a decided design.
Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs.
Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right.
Turn a vague pixel-art request into a written brief — size, palette, view, light, outline style — and confirm it with the user before any pixel is drawn.
Turn a locked-camera video, filmed or AI-generated, into a clean FK animation on any Mixamo character in Blender. GVHMR pose estimation, SMPL-X retargeting, foot locks and fidelity checks, built to be run end to end by an AI agent.
Professional Blender 5.2 workflows as Agent Skills: modelling, UVs, PBR, baking, rigging, animation, export and QA.
Write Blender 5.2 add-ons as extensions: manifest, operators and panels, properties, modal tools, bundled wheels and CLI build and publish.
Animation in Blender 5.2: layered actions, Python keyframing, NLA, mocap retargeting, baking rigs to export skeletons and per-clip export.
Mandatory review gate for any mesh or asset created or edited in Blender.
Character rigging in Blender 5.2: Rigify, bone layers, IK/FK, robust skinning, correctives and game skeletons for Unity, Unreal and Roblox.
The foundation for agent-driven Blender 5.2+: running bpy live over MCP or headless, context overrides, 5.x API changes and verification.
Facial rigs in Blender 5.2: ARKit 52 blendshapes, visemes for lip-sync, symmetric splits, correctives and export to game engines.
A Blender skill that turns a reference video, image or idea into editable Geometry Nodes, Shader Nodes and compositor graphs, backed by a tested 39-group node library, a linter and a validator. Requires Blender 5.2+.
A one-file agent playbook plus a Three.js code kit for small pixel-art isometric dioramas: research-first builds, locked camera, 64-colour palette snap, ordered dither, inked contour and an animated toy-scale cast, with per-frame QA.
An agent skill and toolkit that reconstructs a Gaussian splat scan as editable Blender Geometry Nodes meshes and Shader Node materials, with camera tools, a native-scene audit, comparison renders and optional projected textures.
Aseprite automation for AI agents as a CLI, an agent skill and an MCP server: create, edit, verify and export pixel art, animations, tilesets and sprite sheets in batch mode, keeping editable .aseprite sources.
Texture a whole game level from a gray blockout with image models: trompe plans player-height cameras, has a model paint each view, projects the paintings back onto the mesh and bakes one albedo texture, exported as glTF.
25 Blender Python (bpy) skills plus 12 rules that stop AI agents writing code that breaks on Blender 5.2 LTS and 4.5 LTS: add-ons, bmesh, slotted actions, geometry nodes, baking and engine export presets, each backed by smoke-tested examples. Licensed CC BY-NC-ND 4.0 (code snippets MIT), so this page links to the repository.
14 MIT agent skills for game development with scripts and tests: sprite-sheet slicing, normal maps, audio conversion, game concept briefs, browser game slices, Unity MCP workflow and Cocos/WeChat minigame rules.
An MCP server for LibreSprite (a 143-tool port of aseprite-mcp) plus ComfyUI, Krita and Blender pipelines, so an agent can turn concept art into clean, grid-aligned pixel sprites animated in up to 16 directions.
Three agent skills that turn a description of a place into one self-contained offline HTML file: Diorama SVG (six themes), Diorama Worlds (Three.js miniatures, four finishes) and Diorama Pixel (dithered pixel art, no dependencies).
Three agent skills and a numpy + Pillow CLI that turn AI renders into true pixel art (grid snap, palette lock, cleanup, tiles) and animate stills in code inside masks, with gates that prove every result.