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asset-optimization

asset-optimization

github.com/arjun988Creative & media1.3k357 installsUpdated 16w ago
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About asset-optimization

An optimization and pre-export validation guide for game asset artists and scene teams. It audits geometry, UVs, materials, and organization, and covers LOD creation and validation reports.

Key features

  1. 01Check geometry, UV, and material budgets
  2. 02Clean duplicate and non-manifold geometry
  3. 03Generate LOD levels
  4. 04Clean modifiers for export
  5. 05Produce an optimization report

Use cases

  1. 01Audit assets before each export
  2. 02Review performance after modeling
  3. 03Create LODs for game assets
  4. 04Validate scenes before delivery

MCP support

The guide recommends using MCP to query per-object triangle and material counts, run cleanup, generate LOD duplicates, and check naming conventions in the scene tree.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill asset-optimization

After installing, type/asset-optimizationin Claude Code to confirm it loaded.

Bundled filesreferences/lod-strategies.md

Details

From the project README

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

IssueFix
Over budgetRemove unseen geo, decimate, bake detail
High triangle count on flat surfacesReduce subdiv/bevel segments
Many draw callsMerge materials; atlas textures
Repeated geometryConvert to instances
Heavy modifiersApply 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

TopicReferenceLoad When
Full validation../references/validation-checklist.mdFinal gate
Polycount budgets../references/polycount-budgets.mdBudget setting
LOD strategiesreferences/lod-strategies.mdLOD creation

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