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/asset-optimization

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.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill asset-optimization --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/asset-optimization

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

asset-optimization.SKILL.md
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

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

## 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 |

MCP Integration

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

Constraints

MUST DO

  • Run full validation before export
  • Document polycount in production brief
  • Create LODs for hero assets in games
  • Fix all non-manifold before export
  • Output validation report

MUST NOT DO

  • Export without budget check
  • Decimate deforming meshes without testing
  • Remove collision proxies
  • Skip naming convention validation
  • Optimize hero face/hands below animation needs

Reference Guide

| 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 |

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Ships withblender-skills

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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Repo: arjun988/blender-skills

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