el4cteo/blender-skills

blender-game-optimization

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,…

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사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/el4cteo/blender-skills --skill blender-game-optimization

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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)

PlatformHero char trisProp trisMats/assetMax textureBones
Mobile5–15k0.3–3k1–21024≤75
Robloxbody ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k≤20k per MeshPart1 (SurfaceAppearance)1024 (PBR), 4k maxR15 + optional
Web (three.js/Babylon)10–30k1–10k1–22048≤100
Standalone VR (Quest)10–40k1–10k1–32048≤100
Console / PC50–150k5–50k2–64096150–300
UE5 Nanite (static)—millions OKfew4096+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

ModeUseNotes
COLLAPSE (ratio)organic, scans, LODsuse_symmetry, vertex group factor to protect faces/hands; triangulates
UNSUBDIV (iterations)meshes made by subdividing quadsrestores the quad grid cleanly
DISSOLVE (planar, angle)hard-surface / CADdelimit {"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.

관련 작업

같은 저장소의 Skills

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