asset-optimization
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ChineseAsset Optimization
资产优化
Enforce budgets. Clean geometry. Game-ready validation gate before export.
执行预算限制。清理几何体。导出前进行 game-ready 验证关卡。
When to Use
使用时机
- Before every export
- After modeling complete
- LOD generation
- Scene-wide performance audit
- Pre-delivery validation
- 每次导出前
- 建模完成后
- LOD 生成
- 全场景性能审计
- 交付前验证
Workflow
工作流
Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation ReportAudit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation ReportAudit Checklist
审计检查清单
Run via MCP scene queries where possible:
尽可能通过 MCP 场景查询执行:
Geometry
几何体
- Triangle count vs budget ()
../references/polycount-budgets.md - Duplicate vertices merged
- Loose geometry removed
- Non-manifold fixed
- Interior faces deleted
- Applied transforms (scale 1,1,1)
- 三角形数量与预算对比 ()
../references/polycount-budgets.md - 已合并重复顶点
- 已删除孤立几何体
- 已修复非流形问题
- 已删除内部面
- 已应用变换 (scale 1,1,1)
UVs
UV
- Pack efficiency > 75%
- Texel density consistent
- No unintended overlaps
- 打包效率 > 75%
- texel 密度保持一致
- 无非预期重叠
Materials
材质
- Count within budget
- No unused slots
- Names follow convention
MAT_
- 数量在预算范围内
- 无未使用槽位
- 名称遵循 命名规范
MAT_
Organization
组织结构
- All objects named prefix
SM_ - Collections organized per convention
- Collision meshes in
COL_Collision
- 所有对象使用 前缀命名
SM_ - 集合按规范组织
- 碰撞网格体位于
COL_Collision
Optimization Techniques
优化技术
| 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 |
| 问题 | 修复方式 |
|---|---|
| 超出预算 | 移除不可见几何体,执行 Decimate,烘焙细节 |
| 平面上的三角形数量过高 | 减少 subdiv/bevel 段数 |
| draw call 过多 | 合并材质;使用 atlas 贴图 |
| 重复几何体 | 转换为实例 |
| 修改器过多 | 有策略地应用并合并 |
LOD Generation
LOD 生成
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 proxyNaming: , , etc.
SM_Asset_LOD0SM_Asset_LOD1Use Decimate modifier:
- Planar mode for hard surface
- Collapse mode for organic
- Always verify silhouette after decimate
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命名:、 等。
SM_Asset_LOD0SM_Asset_LOD1使用 Decimate 修改器:
- 硬表面使用 Planar mode
- 有机几何体使用 Collapse mode
- 执行 decimate 后始终验证轮廓
Modifier Cleanup
修改器清理
Before export:
- Apply stack OR export with modifiers per engine support
- Remove unused modifiers
- Collapse mirror/array if instances not needed
- Document which modifiers remain live
导出前:
- 应用整个修改器堆栈,或者根据引擎支持情况在导出时保留修改器
- 移除未使用的修改器
- 如果不需要实例,则折叠 mirror/array 修改器
- 记录哪些修改器仍保持启用状态
Scene Audit Report Template
场景审计报告模板
markdown
undefinedmarkdown
undefinedOptimization Report: [Asset/Scene]
Optimization Report: [Asset/Scene]
Total Triangles: [count] (budget: [target])
Draw Calls (materials): [count]
Objects: [count]
Issues Fixed: [list]
Total Triangles: [count] (budget: [target])
Draw Calls (materials): [count]
Objects: [count]
Issues Fixed: [list]
Per-Object Breakdown
Per-Object Breakdown
| Object | Tris | Materials | Status |
|---|---|---|---|
| SM_... | ... | ... | PASS/FAIL |
undefined| Object | Tris | Materials | Status |
|---|---|---|---|
| SM_... | ... | ... | PASS/FAIL |
undefinedMCP Integration
MCP 集成
- Query polycount per object via MCP
- Query material count via MCP
- Run cleanup operations via MCP
- Generate LOD duplicates via MCP
- Validate naming conventions via MCP scene tree
- 通过 MCP 查询每个对象的 polycount
- 通过 MCP 查询材质数量
- 通过 MCP 执行清理操作
- 通过 MCP 生成 LOD 副本
- 通过 MCP 场景树验证命名规范
Constraints
约束
MUST DO
必须执行
- 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
- 导出前运行完整验证
- 在制作简报中记录 polycount
- 为游戏中的英雄资产创建 LOD
- 导出前修复所有非流形问题
- 输出验证报告
MUST NOT DO
禁止执行
- Export without budget check
- Decimate deforming meshes without testing
- Remove collision proxies
- Skip naming convention validation
- Optimize hero face/hands below animation needs
- 未进行预算检查就导出
- 未测试就对变形网格执行 Decimate
- 删除碰撞代理
- 跳过命名规范验证
- 将英雄资产的面部/手部优化到低于动画需求的精度
Reference Guide
参考指南
| Topic | Reference | Load When |
|---|---|---|
| Full validation | | Final gate |
| Polycount budgets | | Budget setting |
| LOD strategies | | LOD creation |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| 全面验证 | | 最终关卡 |
| Polycount 预算 | | 预算设置 |
| LOD 策略 | | LOD 创建 |