Install
$ agentstack add skill-arjun988-blender-skills-asset-optimization ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
About
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
| 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 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:
- 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 |
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: arjun988
- Source: arjun988/blender-skills
- License: MIT
- Homepage: https://blender-skills.vercel.app
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.