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.
How do I install this agent skill?
npx skills add https://github.com/arjun988/blender-skills --skill asset-optimizationIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides a structured workflow for optimizing 3D assets in Blender, focusing on geometry cleanup, UV efficiency, and LOD generation. No security risks or malicious behaviors were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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:
- Apply stack OR export with modifiers per engine support
- Remove unused modifiers
- Collapse mirror/array if instances not needed
- 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
- Query polycount per object via MCP
- Query material count via MCP
- Run cleanup operations via MCP
- Generate LOD duplicates via MCP
- 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 |
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/arjun988/blender-skills/asset-optimization">View asset-optimization on skillZs</a>