poorvith-mp/skills-gamedev/blender-modeling
Claude Code and agent skill by poorvith-mp/skills-gamedev
- community
Checking that the SKILL.md file is still in the repository.
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.
Install
npx vskill@latest install poorvith-mp/skills-gamedev/blender-modelingSKILL.md
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
- High-Poly Sculpting / Hard-Surface:
- Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
- 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
- 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.
- 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
- 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
- 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)
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.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/blender-modeling/SKILL.md
Popularity
- 7-day trend score
- 5
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