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Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.
npx skill4agent add el4cteo/blender-skills blender-game-optimizationblender-coreblender-asset-qascripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pcmake_lods.py --cleanupqa_checkback_to_backblender-texture-bakingscripts/make_lods.py -- --objects SM_X --rename_LOD1.._LOD3lookreview_shotsblender-export-pipelines| Platform | Hero char tris | Prop tris | Mats/asset | Max texture | Bones |
|---|---|---|---|---|---|
| Mobile | 5–15k | 0.3–3k | 1–2 | 1024 | ≤75 |
| Roblox | body ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k | ≤20k per MeshPart | 1 (SurfaceAppearance) | 1024 (PBR), 4k max | R15 + optional |
| Web (three.js/Babylon) | 10–30k | 1–10k | 1–2 | 2048 | ≤100 |
| Standalone VR (Quest) | 10–40k | 1–10k | 1–3 | 2048 | ≤100 |
| Console / PC | 50–150k | 5–50k | 2–6 | 4096 | 150–300 |
| UE5 Nanite (static) | — | millions OK | few | 4096+ | n/a |
| Whole-scene limits matter more than single assets: mobile ≈ 100–300k tris visible and < 100–200 draw calls; PC ≈ millions of tris and < 2–5k draw calls. |
| Mode | Use | Notes |
|---|---|---|
| organic, scans, LODs | |
| meshes made by subdividing quads | restores the quad grid cleanly |
| hard-surface / CAD | delimit |
| Protect UV seams and silhouette: decimate a copy, then compare. If UVs tear at LOD1, the ratio is too aggressive for that topology, so re-unwrap or use a manual LOD. |
lod_biasRenderFidelity=AutomaticCollisionFidelityEXT_mesh_gpu_instancingexport_gpu_instancesUCX_<Mesh>_##-colonly-convcolonlyCollisionFidelityvertex_group_limit_total(limit=4)use_armature_deform_onlymake_lods.pyCtrl+JWeldmode="CONNECTED"