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poorvith-mppoorvith-mp/skills-gamedev/skills/blender-modeling/SKILL.md

blender-modeling

Skill4 starsChanged 3 months agoMITView on GitHub

Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount. Use when creating 3D hard-surface meshes, low-poly props, or UV layouts.

6 other projects use a version of this.

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1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.

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    Common

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    Distinctive

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Place UV seams in concealed areas (undersides, inner seams, sharp mechanical angles).

    line 37

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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SKILL.md

blender-modeling

Core Philosophy

3D modeling for real-time video games is not creating unconstrained digital sculptures. A high-poly model with 4,000,000 polygons and 12 un-optimized material slots will crash a game engine. Real-time 3D art is the rigorous craft of geometric efficiency: sculpting high-fidelity details, retopologizing into clean low-poly game meshes, baking high-to-low normal maps with zero shading artifacts, establishing consistent texel density, and enforcing strict transform hygiene.


4-Step Game-Ready 3D Modeling Pipeline

Step 1: High-Poly to Low-Poly Modeling & Retopology

  1. High-Poly Sculpting / Hard-Surface:
    • Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
  2. Low-Poly Retopology Discipline:
    • Silhouette is King: Allocate polygon budget to the outer silhouette where curved edges meet the sky/background. Flat surfaces require minimal geometry.
    • Clean Edge Loops: Quad-dominant topology along deformation joints; triangulate flat surfaces before export to prevent engine-specific triangulation warping.
    • Polycount Budgets:
      • Hero Character: 30k–60k triangles.
      • First-Person Weapon: 15k–30k triangles.
      • Environment Prop: 1k–5k triangles.

Step 2: UV Unwrapping & Texel Density Standardization

  1. The Texel Density Constant:
    • Standardize pixel density per meter across all assets in the game world:
      • Hero First-Person Props: 2048 px/m (4K texture for 2m object).
      • Standard Characters / Weapons: 1024 px/m (2K texture for 2m object).
      • Environment Props / Architecture: 512 px/m.
  2. UV Seam Placement & Packing Hygiene:
    • Place UV seams in concealed areas (undersides, inner seams, sharp mechanical angles).
    • Packing Efficiency: Achieve $\ge 75%$ UV space utilization. Pack UV islands with at least 16px padding (at 2K resolution) to prevent mipmap texture bleeding.

Step 3: Normal Map Baking & Shading Seam Prevention

  1. The 3 Golden Rules of Baking:
    • Rule 1: Hard Edges Require UV Seams: Any sharp edge ($> 60^\circ$ angle) marked with a Hard/Sharp Edge must have a corresponding UV seam split to prevent dark shading gradients across normal maps.
    • Rule 2: Triangulate Before Baking: Triangulate the low-poly mesh prior to baking to guarantee the normal map is baked against the exact triangulation the engine renders.
    • Rule 3: Use Average Normals & Cage: Use an expanded cage mesh to prevent projection ray intersection clipping on tight mechanical crevices.

Step 4: Transform Hygiene & Export Configuration

  1. Transform Normalization:
    • Apply all transforms: Location (0,0,0), Rotation (0,0,0), Scale (1.0, 1.0, 1.0).
    • Set Origin Point: Place the origin pivot at the logical physical base (e.g. bottom-center of props for easy ground snapping, or center-of-mass for physics debris).

Deliverable Format: 3D Asset Specification (ASSET-SPEC.md)

# Real-Time 3D Asset Specification: [Prop Name]

## 1. Geometric Budget & Dimensions
- **Asset Name**: Tactical First-Aid Station Prop
- **Physical Dimensions**: 0.6m (W) x 0.8m (H) x 0.25m (D)
- **Target Polygon Count**: 3,200 triangles (Budget: <= 4,000 triangles)
- **Topology**: 100% clean manifold geometry; zero ngons; zero loose vertices.

## 2. UV & Texel Density Standards
- **Texture Set Size**: 2048x2048px (PBR Metallic/Roughness workflow)
- **Target Texel Density**: 1024 px/meter
- **UV Island Padding**: 16px minimum gutter spacing
- **UV Space Efficiency**: 79.4% packed area

## 3. Texture Map Manifest
| Map Type | Channel Packing | Format | Bit Depth |
|---|---|---|---|
| Base Color / Albedo | RGB | PNG / TGA | 8-bit sRGB |
| Normal Map | RGB (OpenGL / DirectX) | PNG / TGA | 16-bit Linear |
| ORM Map | R: Occlusion, G: Roughness, B: Metallic | PNG / TGA | 8-bit Linear |

## 4. Transform & Pivot Setup
- Pivot Point: Bottom-center at `(0, 0, 0)`.
- Applied Scale: `(1.0, 1.0, 1.0)` confirmed.

Worked Example: Eliminating Black Normal Map Seams

  • Problem: Hard-surface weapon model exhibited ugly dark shading gradients along mechanical edges when imported into Unreal Engine.
  • Diagnosis: 90-degree bevel edges were marked as smooth without UV seams, forcing the normal map to compensate for extreme vertex normal bending.
  • Fix: Marked 90-degree edges as Sharp; split UV islands along those exact edges; re-baked with cage.
  • Result: Shading rendered completely seamless and flat under real-time lighting.

Verification Checklist

  • All transforms applied (Scale is strictly 1.0; rotation is 0,0,0).
  • Pivot origin positioned at logical attachment/ground point.
  • No ngons (faces with $> 4$ vertices) or non-manifold geometry present.
  • Texel density verified consistent with project standards.
  • Hard/sharp edges correspond 1:1 with UV seam boundaries.

Anti-Patterns

  • Leaving Unapplied Scales: Exporting an asset scaled at 0.05, breaking real-time physics and distance culling.
  • Wasted UV Texture Space: Packing UVs with 40% empty white space, wasting texture VRAM.
  • Baking Without UV Padding: Setting 0px gutter margin between UV islands, causing colors to bleed across LOD mipmaps.

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