
Asset Optimization
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material...
Install
npx skills add arjun988/blender-skills --skill asset-optimization -g -a claude-code -y- Repository
- arjun988/blender-skills1.6k
- Category
- AI and agents
- Updated
- 4mo ago
- License
- MIT
- Context cost
- Lightabout 800 tokens
- Runs scripts
- No, instructions only
What it does
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.
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]

