This is Day 7 of the plan — the part where everything comes together. You will build and export a complete low-poly roadside garage scene using only Claude Code driving Blender through the MCP bridge. No manual modeling, no Python, no nudging vertices by hand: you describe the scene, Claude creates it, and you inspect and refine through plain prompts.
This capstone exercises the full stack you have learned: survival skills (knowing the 3D Viewport, Outliner, and Properties editor well enough to read what Claude built), MCP setup (the blender-mcp server running via uvx talking to the add-on over the socket), prompting, collection-based organization, and a clean GLB export. Open Blender 5, confirm the BlenderMCP panel says it is connected to Claude, and start prompting.
Project: the roadside garage scene
The prompt below asks Claude to do the whole build from a single prompt. It is written to be safe and repeatable: it tells Claude to look before it leaps (inspect first), to clear only the default objects rather than nuking your file, to set up named collections up front, and to report back so you can verify the result. Copy it verbatim into Claude Code.
Blender MCP can struggle with one very large operation. If the single-prompt build stalls or comes back messy, run it in stages instead — same rules, smaller steps: (1) inspect & create the six collections; (2) environment (ground, road, sidewalk); (3) the garage building; (4) the car; (5) props (crates, barrels, tires, toolbox, signboard); (6) lighting & camera; then (7) inspect & export. Build, verify, continue.
Use Blender MCP to create a complete low-poly roadside garage scene.
Before starting:
1. Inspect the current scene.
2. Clear only default objects.
3. Create the required collections.
Scene:
- roadside garage
- road and sidewalk
- garage building with roll-up door
- generic compact car
- crates, barrels, tires, toolbox
- signboard with generic text: "AUTO SHOP"
- simple night lighting
- camera with three-quarter view
Collections:
- collection_environment
- collection_building
- collection_vehicle
- collection_props
- collection_lighting
- collection_camera
Rules:
- Do not use copyrighted logos or real brands.
- Keep everything low-poly.
- Use simple materials.
- Name all objects clearly.
- Do not leave default object names.
- After creation, inspect the scene and report object count, collections, and materials.
Watch the report Claude returns. Cross-check it against the Outliner: you should see your six collection_* collections, descriptively named objects (no leftover Cube.001 or Empty), and a short list of simple materials. If something is missing or mislabeled, you do not redo the work yourself — you prompt Claude to fix the specific gap.
Because the prompt told Claude to clear only default objects, it removes the starter cube, light, and camera but leaves anything you added. If you want a guaranteed-clean slate, run this in a fresh File → New → General Blender file before prompting.
Run the capstone prompt, then open the Outliner and the Properties editor and verify Claude’s report against what you actually see. Confirm all six collections exist, every object has a meaningful name, the signboard reads “AUTO SHOP”, and the camera gives a three-quarter view. Note any discrepancy — then write a one-line follow-up prompt asking Claude to correct just that item (for example, “The toolbox is still named Cube.003 — rename it prop_toolbox and move it into collection_props.”).
Cleanup and export: make it game-ready
A scene that looks right in the viewport is not the same as a scene that ships cleanly into an engine. Before exporting, have Claude do a final pass to tidy names, fix collection placement, collapse duplicate materials, simplify any geometry that crept above “low-poly,” and tighten the camera framing — then write out the GLB. Copy this prompt verbatim.
Inspect the scene and make it game-ready.
Fix:
- object names
- collection organization
- duplicate materials
- overly complex geometry
- bad camera framing
Then export the result as garage_scene.glb.
GLB is the single-file, binary glTF format: it bundles meshes, materials, and the transform hierarchy into one portable file that Godot, Unity, Unreal, and Three.js all import directly. Once Claude reports the export path, that file is your deliverable.
After the export prompt finishes, open a fresh Blender file (File → New → General) and import the result with File → Import → glTF 2.0 (.glb/.gltf). Confirm the whole garage scene appears with clean object names, a sensible object hierarchy, sensible materials, and a readable three-quarter camera. (glTF has no concept of Blender collections — objects import as plain scene nodes unless you enabled Full Collection Hierarchy in the export options, which writes the collections as empty parent nodes.) If you have a game engine handy, import the same garage_scene.glb there too and verify it loads without errors.
Definition of done: a packaged garage_scene.glb that imports cleanly into a new Blender file (or Godot, Unity, Unreal, or Three.js), with clean object names, correct collections, and a readable three-quarter camera — all produced by prompting Claude Code, with no manual modeling and no Python.