asset-optimization

asset-optimization is a skill for Claude Code from arjun988/blender-skills. It costs 42 tokens per session (901 once invoked), scanned A, original, MIT.

A Blender asset-checking and optimization workflow for preparing 3D models for games. It checks geometry, UV maps, materials, names, collections, and performance limits before export.

In plain words
What is it for?
Use it before exporting models, after modeling, when creating lower-detail versions, or when auditing a whole scene for game performance.
Why use it?
It catches common export problems, such as excessive polygon counts, inefficient UV layouts, unused materials, and disorganized objects.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Use it before exporting models, after modeling, when creating lower-detail versions, or when auditing a whole scene for game performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/asset-optimization
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add arjun988/blender-skills --skill asset-optimization
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for asset-optimization

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/asset-optimization/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/asset-optimization)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/asset-optimization"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/asset-optimization/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for asset-optimization

Your own site · 80×15
<a href="https://agentmods.dev/skills/arjun988/blender-skills/asset-optimization"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/asset-optimization.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 901 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.00901
Opus 5 $0.00021 $0.00451
Sonnet 5 $0.00008 $0.00180
Haiku 4.5 $0.00004 $0.00090

Measured 9d ago against content hash 37a0f4a04b90, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

asset-optimization scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/asset-optimization/SKILL.md · 140 lines

How it starts

The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Asset Optimization

Enforce budgets. Clean geometry. Game-ready validation gate before export.

When to Use

  • Before every export
  • After modeling complete
  • LOD generation
  • Scene-wide performance audit
  • Pre-delivery validation

Workflow

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

Audit Checklist

Run via MCP scene queries where possible:

Geometry

  • 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)

UVs

  • Pack efficiency > 75%
  • Texel density consistent
  • No unintended overlaps

Materials

  • Count within budget
  • No unused slots
  • Names follow MAT_ convention

Organization

  • All objects named SM_ prefix
  • Collections organized per convention
  • Collision meshes in COL_Collision

Optimization Techniques

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

LOD Generation

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

Modifier Cleanup

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

Scene Audit Report Template

## Optimization Report: [Asset/Scene]

**Total Triangles:** [count] (budget: [target])
**Draw Calls (materials):** [count]
**Objects:** [count]
**Issues Fixed:** [list]

### Per-Object Breakdown
| Object | Tris | Materials | Status |
|--------|------|-----------|--------|
| SM_... | ... | ... | PASS/FAIL |

Read the full file on GitHub · 140 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 140 lines · 42 tokens per session scan A 37a0f4a04b90

Subscribe to this mod's changes

asset-optimization is a skill published in the GitHub repository arjun988/blender-skills (178 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 901 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.