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asset-optimization

面向 Blender 游戏资产的导出前校验与优化技能:通过 MCP 查询场景,检查三角面预算、拓扑、UV 打包效率、材质数量与命名/集合规范,清理几何与修改器,按 LOD0–LOD3 生成层级,并输出优化校验报告,作为导出前的质量闸门。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:42
分类:效率依赖:MCP 服务应用场景:工作流 / 报告撰写

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/asset-optimization
Metadata
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