asset-optimization

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Asset 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 Report
Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation Report

Audit 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
    MAT_
    convention
  • 数量在预算范围内
  • 无未使用槽位
  • 名称遵循
    MAT_
    命名规范

Organization

组织结构

  • All objects named
    SM_
    prefix
  • Collections organized per convention
  • Collision meshes in
    COL_Collision
  • 所有对象使用
    SM_
    前缀命名
  • 集合按规范组织
  • 碰撞网格体位于
    COL_Collision

Optimization Techniques

优化技术

IssueFix
Over budgetRemove unseen geo, decimate, bake detail
High triangle count on flat surfacesReduce subdiv/bevel segments
Many draw callsMerge materials; atlas textures
Repeated geometryConvert to instances
Heavy modifiersApply 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 proxy
Naming:
SM_Asset_LOD0
,
SM_Asset_LOD1
, etc.
Use 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:
SM_Asset_LOD0
、
SM_Asset_LOD1
等。
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:
  1. Apply stack OR export with modifiers per engine support
  2. Remove unused modifiers
  3. Collapse mirror/array if instances not needed
  4. Document which modifiers remain live
导出前:
  1. 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
  2. 移除未使用的修改器
  3. 如果不需要实例,则折叠 mirror/array 修改器
  4. 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
undefined
markdown
undefined

Optimization 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

ObjectTrisMaterialsStatus
SM_.........PASS/FAIL
undefined
ObjectTrisMaterialsStatus
SM_.........PASS/FAIL
undefined

MCP Integration

MCP 集成

  1. Query polycount per object via MCP
  2. Query material count via MCP
  3. Run cleanup operations via MCP
  4. Generate LOD duplicates via MCP
  5. Validate naming conventions via MCP scene tree
  1. 通过 MCP 查询每个对象的 polycount
  2. 通过 MCP 查询材质数量
  3. 通过 MCP 执行清理操作
  4. 通过 MCP 生成 LOD 副本
  5. 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

TopicReferenceLoad When
Full validation
../references/validation-checklist.md
Final gate
Polycount budgets
../references/polycount-budgets.md
Budget setting
LOD strategies
references/lod-strategies.md
LOD creation
主题参考资料加载时机
全面验证
../references/validation-checklist.md
最终关卡
Polycount 预算
../references/polycount-budgets.md
预算设置
LOD 策略
references/lod-strategies.md
LOD 创建