Asset optimization
Skill arjun988/blender-skills/.claude/skills/asset-optimization
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.From its SKILL.md
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SKILL.md
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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 |
What ships with it: 1 file
514 B alongside SKILL.md
references/
- lod-strategies.md514 B
Gives 0 of the 12 instructions most performance cost skills give in 774 tokens
Counted across 797 of the 1,117 authors here whose files we hold, read 2026-09-06
- Check for product marketing context firstin 46 of 797, across 20 files
- Measure before optimizingin 31 of 797, across 25 files
- Profile first to identify the actual bottleneckin 23 of 797, across 22 files
- Verify your robots.txt allows AI crawlersin 21 of 797, across 12 files
- Import directly and avoid barrel filesin 19 of 797, across 15 files
- Spawn all runs in the same turnin 18 of 797, across 11 files
- Write a draft of the skillin 17 of 797, across 10 files
- Understand the user's intentin 17 of 797, across 10 files
- Use React.cache for per-request deduplicationin 16 of 797, across 11 files
- Profile before optimizingin 16 of 797, across 14 files
- Include specific numbers with sourcesin 15 of 797, across 8 files
- Add lazy loading to below-fold imagesin 15 of 797, across 10 files
Said here and by no other author read
- 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
- Merge duplicate vertices
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.