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Asset Optimization 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.

$npx skills add arjun988/blender-skills --skill asset-optimization
View this skill on GitHubarjun988/blender-skills/.claude/skills/asset-optimization/SKILL.md
Pack stars
2,432
Pack installs
40k
Alyn Score
64/99
Updated
5 days ago
License
MIT
– views – installs via Alyn

Install Asset Optimization

Pick your agent. Every command is ready to paste.

$npx skills add arjun988/blender-skills --skill asset-optimization

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads asset-optimization when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the asset-optimization skill”. In Codex, type $asset-optimization.

The skill itself

SKILL.md

FolderGitHub

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

Tips for Asset Optimization

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 30 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Asset Optimization

What does the Asset Optimization skill do?

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 Asset Optimization?

Run "npx skills add arjun988/blender-skills --skill asset-optimization" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Asset Optimization work in Cursor and Codex?

Yes. Asset Optimization uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Asset Optimization free?

Asset Optimization is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Asset Optimization?

Asset Optimization is published by arjun988 in the arjun988/blender-skills repository, together with 29 other skills.

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