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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.

Install / Use

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

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

88/100

Category

Automation

Supported Platforms

Universal

Our assessment of asset-optimization

asset-optimization scores 88/100 on our quality scale, 1531st of 2,873 Automation skills we index.

Its SKILL.md is 3.6 KB long, well organised into 19 sections with 3 code examples: a solid amount of guidance for an agent.

With 1,976 GitHub stars, it is one of the more widely adopted skills in the catalogue.

Substance
26/30
Structure
18/20
Description
15/15
Adoption
14/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated yesterday, so asset-optimization is actively maintained.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

Safety scan

No issues found

Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful.

AI review by kimi-k2.7-code on 2026-11-07. Automated pattern scan on 2026-11-07. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.

asset-optimization compared with similar skills

All 4 of these similar skills score higher than asset-optimization; compare them before choosing.

SkillScoreStarsUpdatedFormat
asset-optimization (this skill)by arjun988882.0k1d agoSKILL.md
Agent-Reachby Panniantong100109.8k1d agoCLAUDE.md
headroomby headroomlabs-ai10079.1ktodayCLAUDE.md
CowAgentby zhayujie10047.8ktodayCLAUDE.md
Scraplingby D4Vinci10099.1k1d agoMCP Server

Frequently asked questions

How do I install asset-optimization?
Run npx skills add arjun988/blender-skills --skill asset-optimization. The install tabs above show the steps for each supported agent.
Which AI agents does asset-optimization work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is asset-optimization safe to use?
Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful. It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is asset-optimization still maintained?
The repository was last updated yesterday, so asset-optimization is actively maintained.

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 |

Related Skills

View on GitHub
GitHub Stars2.0k
CategoryAutomation
Updated1d ago
Forks168

Languages

TypeScript

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions