# Asset Optimization

Validates and optimizes Blender assets for polycount, topology, UV efficiency, material...

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill asset-optimization -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill asset-optimization -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill asset-optimization -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill asset-optimization -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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:
1. Apply stack OR export with modifiers per engine support
2. Remove unused modifiers
3. Collapse mirror/array if instances not needed
4. Document which modifiers remain live

## Scene Audit Report Template

```markdown
## Optimization Report: [Asset/Scene]

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/asset-optimization/SKILL.md
