blender-modeling
Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount.
Skill by poorvith-mp
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/poorvith-mp-blender-modeling
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/blender-modeling
What's inside
- Skill name
blender-modeling- Description
- Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount. Use when creating 3D hard-surface meshes, low-poly props, or UV layouts.
- License
- MIT
- Instructions
- 100 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- blender-modeling.skill
- routing.yaml · evals/
SKILL.md (first lines)
# blender-modeling
## Core Philosophy
3D modeling for real-time video games is not creating unconstrained digital sculptures. A high-poly model with 4,000,000 polygons and 12 un-optimized material slots will crash a game engine. Real-time 3D art is the rigorous craft of geometric efficiency: sculpting high-fidelity details, retopologizing into clean low-poly game meshes, baking high-to-low normal maps with zero shading artifacts, establishing consistent texel density, and enforcing strict transform hygiene.
---
## 4-Step Game-Ready 3D Modeling Pipeline
### Step 1: High-Poly to Low-Poly Modeling & Retopology
1. **High-Poly Sculpting / Hard-Surface**:
- Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
2. **Low-Poly Retopology Discipline**:
- Silhouette is King: Allocate polygon budget to the **outer silhouette** where curved edges meet the sky/background. Flat surfaces require minimal geometry.
- Clean Edge Loops: Quad-dominant topology along deformation joints; triangulate flat surfaces before export to prevent engine-specific triangulation warping.
- Polycount Budgets:
- Hero Character: 30k–60k triangles.
- First-Person Weapon: 15k–30k triangles.
- Environment Prop: 1k–5k triangles.
### Step 2: UV Unwrapping & Texel Density Standardization
1. **The Texel Density Constant**:
- Standardize pixel density per meter across all assets in the game world:
- Hero First-Person Props: **2048 px/m** (4K texture for 2m object).
- Standard Characters / Weapons: **1024 px/m** (2K texture for 2m object).
- Environment Props / Architecture: **512 px/m**.
2. **UV Seam Placement & Packing Hygiene**:
- Place UV seams in concealed areas (undersides, inner seams, sharp mechanical angles).
- Packing Efficiency: Achieve **$\ge 75\%$ UV space utilization**. Pack UV islands with at least **16px padding** (at 2K resolution) to prevent mipmap texture bleeding.
### Step 3: Normal Map Baking & Shading Seam Prevention
1. **The 3 Golden Rules of Baking**:
- *Rule 1: Hard Edges Require UV Seams*: Any sharp edge ($> 60^\circ$ angle) marked with a Hard/Sharp Edge **must** have a corresponding UV seam split to prevent dark shading gradients across normal maps.
- *Rule 2: Triangulate Before Baking*: Triangulate the low-poly mesh prior to baking to guarantee the normal map is baked against the exact triangulation the engine renders.
- *Rule 3: Use Average Normals & Cage*: Use an expanded cage mesh to prevent projection ray intersection clipping on tight mechanical crevices.
### Step 4: Transform Hygiene & Export Configuration
1. **Transform Normalization**:
- Apply all transforms: Location `(0,0,0)`, Rotation `(0,0,0)`, Scale `(1.0, 1.0, 1.0)`.
- Set Origin Point: Place the origin pivot at the logical physical base (e.g. bottom-center of props for easy ground snapping, or center-of-mass for physics debris).
---
## Deliverable Format: 3D Asset Specification (`ASSET-SPEC.md`)
```markdown
# Real-Time 3D Asset Specification: [Prop Name]
## 1. Geometric Budget & Dimensions
- **Asset Name**: Tactical First-Aid Station Prop
- **Physical Dimensions**: 0.6m (W) x 0.8m (H) x 0.25m (D)
- **Target Polygon Count**: 3,200 triangles (Budget: <= 4,000 triangles)
- **Topology**: 100% clean manifold geometry; zero ngons; zero loose vertices.
## 2. UV & Texel Density Standards
- **Texture Set Size**: 2048x2048px (PBR Metallic/Roughness workflow)
- **Target Texel Density**: 1024 px/meter
- **UV Island Padding**: 16px minimum gutter spacing
- **UV Space Efficiency**: 79.4% packed area
## 3. Texture Map Manifest
| Map Type | Channel Packing | Format | Bit Depth |
|---|---|---|---|
| Base Color / Albedo | RGB | PNG / TGA | 8-bit sRGB |
| Normal Map | RGB (OpenGL / DirectX) | PNG / TGA | 16-bit Linear |
| ORM Map | R: Occlusion, G: Roughness, B: Metallic | PNG / TGA | 8-bit Linear |
## 4. Transform & Pivot Setup
- Pivot Point: Bottom-center at `(0, 0, 0)`.
- Applied Scale: `(1.0, 1.0, 1.0)` confirmed.
```
---
## Worked Example: Eliminating Black Normal Map Seams
- **Problem**: Hard-surface weapon model exhibited ugly dark shading gradients along mechanical edges when imported into Unreal Engine.
- **Diagnosis**: 90-degree bevel edges were marked as smooth without UV seams, forcing the normal map to compensate for extreme vertex normal bending.
- **Fix**: Marked 90-degree edges as Sharp; split UV islands along those exact edges; re-baked with cage.
- **Result**: Shading rendered completely seamless and flat under real-time lighting.
---
## Verification Checklist
- [ ] All transforms applied (Scale is strictly 1.0; rotation is 0,0,0).
- [ ] Pivot origin positioned at logical attachment/ground point.
- [ ] No ngons (faces with $> 4$ vertices) or non-manifold geometry present.
- [ ] Texel density verified consistent with project standards.
- [ ] Hard/sharp edges correspond 1:1 with UV seam boundaries.
---
## Anti-Patterns
- **Leaving Unapplied Scales**: Exporting an asset scaled at 0.05, breaking real-time physics and distance culling.
- **Wasted UV Texture Space**: Packing UVs with 40% empty white space, wasting texture VRAM.
- **Baking Without UV Padding**: Setting 0px gutter margin between UV islands, causing colors to bleed across LOD mipmaps.From poorvith-mp/skills-gamedev, MIT.
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Signals
- Stars
- 5
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 12, 2026 (1 month ago)
- Last release
- Oct 2, 2026 (27 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/poorvith-mp/skills-gamedev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
blender-modeling skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-blender-modeling (last updated 2026-10-24)