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EL4CTEO

Blender Game Optimization skill

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

$npx skills add EL4CTEO/blender-skills --skill blender-game-optimization
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-game-optimization/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
60/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Game Optimization

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-game-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 blender-game-optimization when the request matches its description.

03

Name it if needed

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

The skill itself

SKILL.md

FolderGitHub

Game Optimization

The execution model is in blender-core. Always re-run blender-asset-qa after optimizing.

Procedure

  1. Measure: scripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pc. It returns tris, estimated draw calls, materials, texture VRAM, bones, and the over-budget items.
  2. Clean: make_lods.py --cleanup (merge by distance 0.1 mm, dissolve degenerate, delete loose). Remove hidden faces: back-to-back faces and faces under other parts (qa_check → back_to_back, plus manual xray).
  3. Reduce in this order (cheapest visual loss first): hidden/interior geometry → unnecessary edge loops on flat areas (Limited Dissolve 1–5°) → over-segmented cylinders → Decimate → bake detail to normals (blender-texture-baking).
  4. Materials: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
  5. LODs: scripts/make_lods.py -- --objects SM_X --rename creates _LOD1.._LOD3 at 50/25/12.5%. Check every LOD silhouette with look/review_shots.
  6. Re-measure, then QA, then export (blender-export-pipelines).

Budgets (guidance per asset, 2026)

Platform Hero char tris Prop tris Mats/asset Max texture Bones
Mobile 5–15k 0.3–3k 1–2 1024 ≤75
Roblox body ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k ≤20k per MeshPart 1 (SurfaceAppearance) 1024 (PBR), 4k max R15 + optional
Web (three.js/Babylon) 10–30k 1–10k 1–2 2048 ≤100
Standalone VR (Quest) 10–40k 1–10k 1–3 2048 ≤100
Console / PC 50–150k 5–50k 2–6 4096 150–300
UE5 Nanite (static) — millions OK few 4096+ n/a
Whole-scene limits matter more than single assets: mobile ≈ 100–300k tris visible and < 100–200 draw calls; PC ≈ millions of tris and < 2–5k draw calls.

Decimate modes

Mode Use Notes
COLLAPSE (ratio) organic, scans, LODs use_symmetry, vertex group factor to protect faces/hands; triangulates
UNSUBDIV (iterations) meshes made by subdividing quads restores the quad grid cleanly
DISSOLVE (planar, angle) hard-surface / CAD delimit {"SEAM","SHARP","MATERIAL","UV"}; keeps the silhouette, makes n-gons → triangulate on export
Protect UV seams and silhouette: decimate a copy, then compare. If UVs tear at LOD1, the ratio is too aggressive for that topology, so re-unwrap or use a manual LOD.

The hidden cost: vertex splits

GPU vertex count = unique (position, normal, UV, color) combinations. Every UV seam and hard edge duplicates vertices, so engine vertex counts are often 1.5–3× Blender's. Minimize seams where they aren't needed, keep hard edges = seams (so the split happens once), and don't add vertex colors or extra UV sets you don't use.

LOD rules

  • Halve the tris per level. Switch at screen size ~0.5 / 0.25 / 0.125 (UE "Screen Size", Unity LOD Group %, Godot lod_bias auto).
  • LODs keep the same materials (or fewer: merge them at LOD2+), same pivot, same bounds.
  • Skeletal LODs: remove finger/face bones at LOD2+ (the engine bone-reduction tools handle this). Keep the skinning on the same skeleton.
  • Far LOD / foliage: impostor/billboard. Unreal Nanite (static, opaque/masked) and Godot's auto mesh LOD can replace a hand-made chain.
  • Roblox: no manual LODs. RenderFidelity=Automatic does it. Keep each MeshPart ≤ 20k tris and use a simple CollisionFidelity (Box/Hull) for non-walkable parts.

Draw calls and batching

  • Merge static meshes that share a material and are always seen together (join objects). Don't merge across large areas, because that defeats frustum/occlusion culling.
  • Instancing: repeated objects as linked duplicates (Alt+D, shared mesh) or collection instances. They export as instances (glTF EXT_mesh_gpu_instancing with export_gpu_instances) or as one mesh + transforms in the engine.
  • Atlases/trim sheets: put many props on one texture set. Trim sheets let walls, panels and pipes share one 2k material.
  • Texture memory (upper bound, uncompressed RGBA8 + mips): 1k = 5.3 MB, 2k = 21 MB, 4k = 85 MB. Engines compress (BC7/ASTC ≈ 4–8×). Pack grayscale maps into ORM channels to cut it 3×.

Collision

Keep collision separate and simple: boxes/convex hulls of ≤ 32–255 verts. UE UCX_<Mesh>_##, Godot -colonly/-convcolonly suffix, Unity MeshCollider on a simplified mesh, Roblox CollisionFidelity. Never use the render mesh as a physics mesh for anything that moves.

Rig and animation cost

Limit to 4 influences per vertex (vertex_group_limit_total(limit=4) + normalize). Remove non-deforming bones from the export (use_armature_deform_only). Bake constraints and drivers to keys. Shape keys cost memory per vertex, so drop unused ones and keep only deltas (glTF sparse accessors handle this).

Gotchas

  • Decimate on meshes with unapplied modifiers: make_lods.py evaluates them first. Other paths need you to apply them.
  • Join (Ctrl+J) merges materials and UV maps by name. Rename the UV maps identically first, or the UVs get lost.
  • The Weld modifier is the non-destructive merge by distance. Use mode="CONNECTED" to avoid welding separate parts.
  • Triangulate before measuring if the engine will. Quads already count as 2 tris in the stats.

Tips for Blender Game Optimization

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 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 Blender Game Optimization

What does the Blender Game Optimization skill do?

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

How do I install Blender Game Optimization?

Run "npx skills add EL4CTEO/blender-skills --skill blender-game-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 Blender Game Optimization work in Cursor and Codex?

Yes. Blender Game 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 Blender Game Optimization free?

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

Who made Blender Game Optimization?

Blender Game Optimization is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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