Skills

Blender Game Optimization

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets...

Install

npx skills add EL4CTEO/blender-skills --skill blender-game-optimization -g -a claude-code -y
Category
Engineering
Updated
5d ago
License
MIT
Context cost
Lightabout 1,344 tokens
Runs scripts
Yes, review before use

What it does

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

Game Optimization

The execution model is in blender-core. Always re-run blender-asset-qa after optimizing.

Procedure

  1. Measure: scripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pc. It returns tris, estimated draw calls, materials, texture VRAM, bones, and the over-budget items.
  2. Clean: make_lods.py --cleanup (merge by distance 0.1 mm, dissolve degenerate, delete loose). Remove hidden faces: back-to-back faces and faces under other parts (qa_check → back_to_back, plus manual xray).
  3. Reduce in this order (cheapest visual loss first): hidden/interior geometry → unnecessary edge loops on flat areas (Limited Dissolve 1, 5°) → over-segmented cylinders → Decimate → bake detail to normals (blender-texture-baking).
  4. Materials: merge to 1, 2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
  5. LODs: scripts/make_lods.py -- --objects SM_X --rename creates _LOD1.._LOD3 at 50/25/12.5%. Check every LOD silhouette with look/review_shots.
  6. Re-measure, then QA, then export (blender-export-pipelines).

Budgets (guidance per asset, 2026)

PlatformHero char trisProp trisMats/assetMax textureBones
Mobile5, 15k0.3, 3k1, 21024≤75
Robloxbody ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k≤20k per MeshPart1 (SurfaceAppearance)1024 (PBR), 4k maxR15 + optional
Web (three.js/Babylon)10, 30k1, 10k1, 22048≤100
Standalone VR (Quest)10, 40k1, 10k1, 32048≤100
Console / PC50, 150k5, 50k2, 64096150, 300
UE5 Nanite (static),millions OKfew4096+n/a
Whole-scene limits matter more than single assets: mobile ≈ 100, 300k tris visible and < 100, 200 draw calls; PC ≈ millions of tris and < 2, 5k draw calls.
Read the whole SKILL.md on GitHub

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