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arjun988arjun988/blender-skills/.claude/skills/asset-optimization/SKILL.md

asset-optimization

Skill2.2k starsChanged 4 months agoMITView on GitHub

Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.

2 other projects use a version of this.

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Steady: 0 new projects took it in the last 4 weeks, none the 4 weeks before.thin data

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The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Run via MCP scene queries where possible:

    line 34
  2. Distinctive:

    Always verify silhouette after decimate

    line 83
  3. Distinctive:

    Document which modifiers remain live

    line 91
  4. Distinctive:

    Run cleanup operations via MCP

    line 113
  5. Distinctive:

    Run full validation before export

    line 120
  6. Distinctive:

    Document polycount in production brief

    line 121
  7. Distinctive:

    Create LODs for hero assets in games

    line 122

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Asset Optimization

Enforce budgets. Clean geometry. Game-ready validation gate before export.

When to Use

  • Before every export
  • After modeling complete
  • LOD generation
  • Scene-wide performance audit
  • Pre-delivery validation

Workflow

Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation Report

Audit Checklist

Run via MCP scene queries where possible:

Geometry

  • Triangle count vs budget (../references/polycount-budgets.md)
  • Duplicate vertices merged
  • Loose geometry removed
  • Non-manifold fixed
  • Interior faces deleted
  • Applied transforms (scale 1,1,1)

UVs

  • Pack efficiency > 75%
  • Texel density consistent
  • No unintended overlaps

Materials

  • Count within budget
  • No unused slots
  • Names follow MAT_ convention

Organization

  • All objects named SM_ prefix
  • Collections organized per convention
  • Collision meshes in COL_Collision

Optimization Techniques

IssueFix
Over budgetRemove unseen geo, decimate, bake detail
High triangle count on flat surfacesReduce subdiv/bevel segments
Many draw callsMerge materials; atlas textures
Repeated geometryConvert to instances
Heavy modifiersApply and merge strategically

LOD Generation

LOD0: Full detail (hero)
LOD1: 50% tris — remove micro-bevels, small greebles
LOD2: 25% tris — decimate modifier; preserve silhouette
LOD3: 10% tris — impostor/card or simple proxy

Naming: SM_Asset_LOD0, SM_Asset_LOD1, etc.

Use Decimate modifier:

  • Planar mode for hard surface
  • Collapse mode for organic
  • Always verify silhouette after decimate

Modifier Cleanup

Before export:

  1. Apply stack OR export with modifiers per engine support
  2. Remove unused modifiers
  3. Collapse mirror/array if instances not needed
  4. Document which modifiers remain live

Scene Audit Report Template

## Optimization Report: [Asset/Scene]

**Total Triangles:** [count] (budget: [target])
**Draw Calls (materials):** [count]
**Objects:** [count]
**Issues Fixed:** [list]

### Per-Object Breakdown
| Object | Tris | Materials | Status |
|--------|------|-----------|--------|
| SM_... | ... | ... | PASS/FAIL |

MCP Integration

  1. Query polycount per object via MCP
  2. Query material count via MCP
  3. Run cleanup operations via MCP
  4. Generate LOD duplicates via MCP
  5. Validate naming conventions via MCP scene tree

Constraints

MUST DO

  • Run full validation before export
  • Document polycount in production brief
  • Create LODs for hero assets in games
  • Fix all non-manifold before export
  • Output validation report

MUST NOT DO

  • Export without budget check
  • Decimate deforming meshes without testing
  • Remove collision proxies
  • Skip naming convention validation
  • Optimize hero face/hands below animation needs

Reference Guide

TopicReferenceLoad When
Full validation../references/validation-checklist.mdFinal gate
Polycount budgets../references/polycount-budgets.mdBudget setting
LOD strategiesreferences/lod-strategies.mdLOD creation

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