SuperAPI AI Directory

asset-optimization

Design & creation

View repository

Updated 10-31 12:24

About this skill

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 (blender-mcp-workflow skill → 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

  • Write code or snippets for Blender versions before 5.2, or add version fallbacks: this plugin targets 5.2+, and legacy branches teach users APIs that no longer exist
  • Export without budget check
  • Decimate deforming meshes without testing
  • Remove collision proxies
  • Skip naming convention validation
  • Optimize hero face/hands below animation needs

Scripts

Tested on Blender 5.2 LTS via the official Blender MCP. Run with execute_blender_code (or headless, see the blender-mcp-workflow skill); read the script header for every argument. When the user will paste code into Blender themselves, give them the short runpy call with the absolute path of this installed script and their ARGS. Don't inline or rewrite the script: the tested file is the point.

Script What it does
scripts/optimize_mesh.py Safe mesh cleanup for game assets: merge by distance, delete loose geometry, dissolve degenerate faces, recalculate normals outward, and optionally limited dissolve + triangulate. Works on mesh data directly (no mode switching) and reports before/after counts.
import runpy
result = runpy.run_path("<skill_dir>/scripts/optimize_mesh.py", init_globals={"ARGS": {...}})["result"]

ARGS: objects, merge_distance, limited_dissolve, triangulate, backup

Reference Guide

Topic Reference Load When
Full validation blender-mcp-workflow skill → references/validation-checklist.md Final gate
Polycount budgets blender-mcp-workflow skill → references/polycount-budgets.md Budget setting
LOD strategies references/lod-strategies.md LOD creation