
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- Repository
- EL4CTEO/blender-skills651
- 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
- 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. - 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). - 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). - Materials: merge to 1, 2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
- LODs:
scripts/make_lods.py -- --objects SM_X --renamecreates_LOD1.._LOD3at 50/25/12.5%. Check every LOD silhouette withlook/review_shots. - Re-measure, then QA, then export (
blender-export-pipelines).
Budgets (guidance per asset, 2026)
| Platform | Hero char tris | Prop tris | Mats/asset | Max texture | Bones |
|---|---|---|---|---|---|
| Mobile | 5, 15k | 0.3, 3k | 1, 2 | 1024 | ≤75 |
| Roblox | body ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k | ≤20k per MeshPart | 1 (SurfaceAppearance) | 1024 (PBR), 4k max | R15 + optional |
| Web (three.js/Babylon) | 10, 30k | 1, 10k | 1, 2 | 2048 | ≤100 |
| Standalone VR (Quest) | 10, 40k | 1, 10k | 1, 3 | 2048 | ≤100 |
| Console / PC | 50, 150k | 5, 50k | 2, 6 | 4096 | 150, 300 |
| UE5 Nanite (static) | , | millions OK | few | 4096+ | 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. |
