$npx -y skills add arjun988/blender-skills --skill asset-optimizationValidates 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.
| 1 | # Asset Optimization |
| 2 | |
| 3 | Enforce budgets. Clean geometry. Game-ready validation gate before export. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Before every export |
| 8 | - After modeling complete |
| 9 | - LOD generation |
| 10 | - Scene-wide performance audit |
| 11 | - Pre-delivery validation |
| 12 | |
| 13 | ## Workflow |
| 14 | |
| 15 | ``` |
| 16 | Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation Report |
| 17 | ``` |
| 18 | |
| 19 | ## Audit Checklist |
| 20 | |
| 21 | Run via MCP scene queries where possible: |
| 22 | |
| 23 | ### Geometry |
| 24 | - [ ] Triangle count vs budget (`../references/polycount-budgets.md`) |
| 25 | - [ ] Duplicate vertices merged |
| 26 | - [ ] Loose geometry removed |
| 27 | - [ ] Non-manifold fixed |
| 28 | - [ ] Interior faces deleted |
| 29 | - [ ] Applied transforms (scale 1,1,1) |
| 30 | |
| 31 | ### UVs |
| 32 | - [ ] Pack efficiency > 75% |
| 33 | - [ ] Texel density consistent |
| 34 | - [ ] No unintended overlaps |
| 35 | |
| 36 | ### Materials |
| 37 | - [ ] Count within budget |
| 38 | - [ ] No unused slots |
| 39 | - [ ] Names follow `MAT_` convention |
| 40 | |
| 41 | ### Organization |
| 42 | - [ ] All objects named `SM_` prefix |
| 43 | - [ ] Collections organized per convention |
| 44 | - [ ] Collision meshes in `COL_Collision` |
| 45 | |
| 46 | ## Optimization Techniques |
| 47 | |
| 48 | | Issue | Fix | |
| 49 | |-------|-----| |
| 50 | | Over budget | Remove unseen geo, decimate, bake detail | |
| 51 | | High triangle count on flat surfaces | Reduce subdiv/bevel segments | |
| 52 | | Many draw calls | Merge materials; atlas textures | |
| 53 | | Repeated geometry | Convert to instances | |
| 54 | | Heavy modifiers | Apply and merge strategically | |
| 55 | |
| 56 | ## LOD Generation |
| 57 | |
| 58 | ``` |
| 59 | LOD0: Full detail (hero) |
| 60 | LOD1: 50% tris — remove micro-bevels, small greebles |
| 61 | LOD2: 25% tris — decimate modifier; preserve silhouette |
| 62 | LOD3: 10% tris — impostor/card or simple proxy |
| 63 | ``` |
| 64 | |
| 65 | Naming: `SM_Asset_LOD0`, `SM_Asset_LOD1`, etc. |
| 66 | |
| 67 | Use Decimate modifier: |
| 68 | - Planar mode for hard surface |
| 69 | - Collapse mode for organic |
| 70 | - Always verify silhouette after decimate |
| 71 | |
| 72 | ## Modifier Cleanup |
| 73 | |
| 74 | Before export: |
| 75 | 1. Apply stack OR export with modifiers per engine support |
| 76 | 2. Remove unused modifiers |
| 77 | 3. Collapse mirror/array if instances not needed |
| 78 | 4. Document which modifiers remain live |
| 79 | |
| 80 | ## Scene Audit Report Template |
| 81 | |
| 82 | ```markdown |
| 83 | ## Optimization Report: [Asset/Scene] |
| 84 | |
| 85 | **Total Triangles:** [count] (budget: [target]) |
| 86 | **Draw Calls (materials):** [count] |
| 87 | **Objects:** [count] |
| 88 | **Issues Fixed:** [list] |
| 89 | |
| 90 | ### Per-Object Breakdown |
| 91 | | Object | Tris | Materials | Status | |
| 92 | |--------|------|-----------|--------| |
| 93 | | SM_... | ... | ... | PASS/FAIL | |
| 94 | ``` |
| 95 | |
| 96 | ## MCP Integration |
| 97 | |
| 98 | 1. Query polycount per object via MCP |
| 99 | 2. Query material count via MCP |
| 100 | 3. Run cleanup operations via MCP |
| 101 | 4. Generate LOD duplicates via MCP |
| 102 | 5. Validate naming conventions via MCP scene tree |
| 103 | |
| 104 | ## Constraints |
| 105 | |
| 106 | ### MUST DO |
| 107 | - Run full validation before export |
| 108 | - Document polycount in production brief |
| 109 | - Create LODs for hero assets in games |
| 110 | - Fix all non-manifold before export |
| 111 | - Output validation report |
| 112 | |
| 113 | ### MUST NOT DO |
| 114 | - Export without budget check |
| 115 | - Decimate deforming meshes without testing |
| 116 | - Remove collision proxies |
| 117 | - Skip naming convention validation |
| 118 | - Optimize hero face/hands below animation needs |
| 119 | |
| 120 | ## Reference Guide |
| 121 | |
| 122 | | Topic | Reference | Load When | |
| 123 | |-------|-----------|-----------| |
| 124 | | Full validation | `../references/validation-checklist.md` | Final gate | |
| 125 | | Polycount budgets | `../references/polycount-budgets.md` | Budget setting | |
| 126 | | LOD strategies | `references/lod-strategies.md` | LOD creation | |