analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill asset-optimization --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill asset-optimization -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill asset-optimization -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill asset-optimization -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill asset-optimization -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill asset-optimization -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill asset-optimization -a windsurf -y
name: asset-optimization 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. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: optimize, optimization, polycount, LOD, cleanup, performance, game ready, validate, triangle count related-skills: export-pipeline, blender-modeler, uv-workflow
Enforce budgets. Clean geometry. Game-ready validation gate before export.
Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation Report
Run via MCP scene queries where possible:
| 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 |
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:
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
## 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 |
1. Query polycount per object via MCP 2. Query material count via MCP 3. Run cleanup operations via MCP 4. Generate LOD duplicates via MCP 5. Validate naming conventions via MCP scene tree
| 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 |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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