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Deliverable Format: 3D Asset Specification (
Skill v1.0.0
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version: "1.0.0" name: blender-modeling last_reviewed: 2026-09-06 group: 3D assets 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.
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)
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.