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.
Adopted by
Steady: 0 new projects took it in the last 4 weeks, none the 4 weeks before.thin data
Most recently taken up by
- AxlZero21/Skillstheir own version, first seen Nov 8, 2026
- simiancraft/simiancraft-skillstheir own version, first seen Jul 1, 2026
Who's talking about arjun988/blender-skills
- Tsd81/Tsd81“Add Blender skills pack (arjun988/blender-skills v1.3.0)”GitHub · Nov 8, 2026
- sudosubin/agents.nix“claude-code-plugins.github.arjun988.blender-skills: 0-unstable-2026-07-10 → 0-unstable-2026-11-06”GitHub · Nov 6, 2026
- sudosubin/agents.nix“claude-code-marketplaces.github.arjun988.blender-skills: 0-unstable-2026-07-10 → 0-unstable-2026-11-06”GitHub · Nov 6, 2026
- sudosubin/agents.nix“claude-code-plugins.github.arjun988.blender-skills: init at 0-unstable-2026-07-10”GitHub · Oct 28, 2026
- sudosubin/agents.nix“claude-code-marketplaces.github.arjun988.blender-skills: init at 0-unstable-2026-07-10”GitHub · Oct 28, 2026
The biggest 5 of 12 mentions linking to the repository that our crawl found. Each line is their own headline.
See all 12
Talked about on GitHub (12 times).
On GitHub · 12
- Nov 8, 2026Add Blender skills pack (arjun988/blender-skills v1.3.0) — Tsd81/Tsd810 reactions
- Nov 6, 2026claude-code-plugins.github.arjun988.blender-skills: 0-unstable-2026-07-10 → 0-unstable-2026-11-06 — sudosubin/agents.nix0 reactions
- Nov 6, 2026claude-code-marketplaces.github.arjun988.blender-skills: 0-unstable-2026-07-10 → 0-unstable-2026-11-06 — sudosubin/agents.nix0 reactions
- Oct 28, 2026claude-code-plugins.github.arjun988.blender-skills: init at 0-unstable-2026-07-10 — sudosubin/agents.nix0 reactions
- Oct 28, 2026claude-code-marketplaces.github.arjun988.blender-skills: init at 0-unstable-2026-07-10 — sudosubin/agents.nix0 reactions
7 more on GitHub
- Oct 27, 2026Prepare Blender Skills asset production with GLB validation — thembaxx/nou20 reactions · 1 comment
- Oct 27, 2026Prepare Blender Skills asset production with GLB validation — thembaxx/carpur0 reactions · 1 comment
- Oct 27, 2026Prepare Blender Skills asset production with GLB validation — thembaxx/mypets0 reactions · 1 comment
- Oct 27, 2026Prepare Blender Skills asset production with GLB validation — thembaxx/mise0 reactions · 3 comments
- Oct 24, 2026Add Pocock skills and psx-horror-style (0.2.7) — ksainis2002-coder/lights-out-st-agnes0 reactions
- Oct 18, 2026[Candidate] arjun988/blender-skills - large collection (188 SKILL.md files) — ProSkillsMD/proskills0 reactions · 1 comment
- Sep 25, 2026agent-skills.github.arjun988.blender-skills: init at 0-unstable-2026-07-10 — sudosubin/agents.nix0 reactions
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- simiancraft/simiancraft-skills★ 8same name
- AxlZero21/Skills★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository188 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- analog-found-footage-horrorSkill
- animationSkill
- anime-styleSkill
- apocalypse-worldsSkill
- archvizSkill
- biome-worldsSkill
- blender-directorSkill
- blender-modelerSkill
- body-horror-styleSkill
- brutalist-moodSkill
- camera-cinematographySkill
- cartoon-styleSkill
- character-archetypesSkill
- character-artistSkill
- chibi-styleSkill
- cloth-simSkill
- collision-proxySkill
- comic-book-styleSkill
- compositingSkill
- cosmic-eldritch-horrorSkill
- cozy-wholesome-moodSkill
- creature-artistSkill
- dark-gritty-moodSkill
- dream-surreal-moodSkill
- dream-weirdcore-styleSkill
- environment-artistSkill
- export-pipelineSkill
- fantasy-worldsSkill
- folk-horror-styleSkill
- frutiger-aero-styleSkill
- genre-action-combatSkill
- genre-card-party-idleSkill
- genre-metroidvania-roguelikeSkill
- genre-narrative-vnSkill
- genre-open-world-sandboxSkill
- genre-puzzle-platformerSkill
- genre-racing-sportsSkill
- genre-rpgSkill
- genre-shooterSkill
- genre-soulslikeSkill
- genre-stealthSkill
- genre-strategy-simSkill
- genre-survivalSkill
- geometry-nodesSkill
- godot-exportSkill
- hair-groomSkill
- hand-painted-styleSkill
- hard-surfaceSkill
- hd-2d-styleSkill
- historical-worldsSkill
- horror-styleSkill
- indie-horror-aestheticsSkill
- isometric-styleSkill
- lightingSkill
- liminal-space-styleSkill
- lod-pipelineSkill
- lookdevSkill
- lowpoly-styleSkill
- manga-styleSkill
- The first 60 shown.
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
- Distinctive: line 34
Run via MCP scene queries where possible:
- Distinctive: line 83
Always verify silhouette after decimate
- Distinctive: line 91
Document which modifiers remain live
- Distinctive: line 113
Run cleanup operations via MCP
- Distinctive: line 120
Run full validation before export
- Distinctive: line 121
Document polycount in production brief
- Distinctive: line 122
Create LODs for hero assets in games
≈ “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.
Files
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 ReportAudit 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
| Issue | Fix |
| Over budget | Remove unseen geo, decimate, bake detail |
| High triangle count on flat surfaces | Reduce subdiv/bevel segments |
| Many draw calls | Merge materials; atlas textures |
| Repeated geometry | Convert to instances |
| Heavy modifiers | Apply 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 proxyNaming: 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:
- Apply stack OR export with modifiers per engine support
- Remove unused modifiers
- Collapse mirror/array if instances not needed
- 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
- Query polycount per object via MCP
- Query material count via MCP
- Run cleanup operations via MCP
- Generate LOD duplicates via MCP
- 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
| Topic | Reference | Load When |
| Full validation | ../references/validation-checklist.md | Final gate |
| Polycount budgets | ../references/polycount-budgets.md | Budget setting |
| LOD strategies | references/lod-strategies.md | LOD creation |
Does it work?
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

