Install
$ agentstack add skill-lovecatisgood-sudo-3d-asset-generation-blender-unity-game-development-skills-blender-3d-asset-generation ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Blender 3D Asset Generation
Treat every asset as a verified pipeline product, not merely a pleasing viewport image. Preserve the source scene, work non-destructively, measure the result, render it from useful angles, and verify the exported file independently.
Establish the asset contract
Determine or reasonably default:
- Intended engine, platform, camera distance, art direction, and performance tier.
- Deliverables:
.blend, interchange format, textures, animations, collision, LODs, and previews. - Coordinate system, forward/up axes, unit scale, origin/pivot, naming, and folder conventions.
- Triangle, material, texture-memory, bone, and animation budgets.
- Whether the task modifies an existing source or creates a new asset.
For detailed quality targets, read [references/game-ready-assets.md](references/game-ready-assets.md). For Blender scene and data practices, read [references/blender-core.md](references/blender-core.md).
Select the safest control path
Prefer the most inspectable path available:
- Use direct
bpydata access for deterministic scene construction and batch edits. - Use
bpy.opsonly when an operator is genuinely appropriate; establish and validate its required context. - Use Blender background mode for repeatable generation, audits, renders, and exports.
- Use an available Blender MCP bridge only after discovering its live tools and confirming the intended Blender instance and file.
- Use interactive UI work only when visual judgment or a UI-only operation requires it.
Never claim an Editor or MCP change occurred when no connected tool confirmed it.
Run the asset loop
1. Inspect
- Record Blender version, render engine, units, scene collections, linked data, modifiers, materials, images, armatures, actions, and external dependencies.
- Inspect existing names, transforms, object origins, UV maps, normals, topology, and export settings before editing.
- Save or duplicate recoverable source state before destructive operations.
2. Block out
- Match silhouette, proportion, scale, pivot, and gameplay readability before detail.
- Evaluate the asset from its real gameplay camera and expected on-screen size.
- Keep semantic parts separate while proportions are changing; join only for a deliberate reason.
3. Build clean geometry
- Use topology that supports deformation, shading, baking, and the target silhouette.
- Avoid accidental internal faces, duplicates, zero-area geometry, non-manifold boundaries, and extreme thin slivers.
- Apply or intentionally preserve transforms. Make modifier order explicit and keep a reversible source where practical.
- Use weighted normals, hard edges, bevels, and smoothing consistently with the chosen shading workflow.
4. UV and shade
- Create UVs with intentional seams, stable texel density, adequate padding, and no accidental overlap outside the chosen workflow.
- Keep material count proportional to draw-call and authoring needs.
- Use real-time-friendly PBR inputs and pack texture channels only when the target importer expects it.
- Test color-space choices: color textures generally use sRGB; data maps generally do not.
5. Rig and animate when required
- Use a clear root hierarchy, stable bone names, constrained weights, and production-safe rest transforms.
- Check deformation at extreme poses, not only the bind pose.
- Name actions consistently, define frame ranges, remove accidental keys, and decide whether root motion is authored or in-place.
6. Optimize for the target
- Spend triangles on silhouette and deformation. Remove unseen complexity only when it does not create shading or maintenance problems.
- Build LODs from measured screen-size needs. Preserve silhouette and material compatibility across levels.
- Author simple collision and sockets/attachment points separately from render geometry.
- Consolidate textures and materials when it reduces runtime cost without harming reuse or visual quality.
7. Validate and export
- Run [scripts/auditblenderasset.py](scripts/auditblenderasset.py) inside Blender for a machine-readable scene report.
- Apply the correct axis, scale, animation, material, and selection settings for the target format.
- Export to a new artifact path; do not overwrite the only source copy.
- Re-import the exported artifact into a clean Blender scene or target engine and verify scale, orientation, hierarchy, materials, normals, animation, and bounds.
- Render a turntable or contact sheet from representative angles.
Read [references/automation-and-qa.md](references/automation-and-qa.md) before scripting, headless execution, batch export, or final delivery.
Make strong game assets
Use this order of importance:
- Gameplay-readable silhouette.
- Correct dimensions, origin, and orientation.
- Stable topology and shading.
- Consistent materials and texel density.
- Rig and animation that survive export.
- Measured runtime cost.
- Presentation polish.
Do not hide structural problems with a beauty render. A successful asset must look right, import right, animate right, collide right, and fit its budget.
Report evidence
Report:
- Source and exported paths.
- Blender version and export format/settings.
- Object, triangle, material, texture, armature, bone, and action counts.
- Units, dimensions, origin, forward/up orientation, and unapplied transforms.
- UV, normals, manifold, missing-file, and naming checks.
- Preview-render and clean re-import results.
- Known limitations and target-engine checks still required.
Use [references/official-blender-sources.md](references/official-blender-sources.md) to verify version-specific API or exporter behavior.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: lovecatisgood-sudo
- Source: lovecatisgood-sudo/3d-asset-generation-blender-unity-game-development-skills
- License: MIT
- Homepage: http://djai.academy/siamese_cat/dev/course
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.