3d-asset-production
3D Asset Production
This skill is for finishing an asset so another artist, engine, viewer, marketplace, configurator, game, AR app, or renderer can actually use it. The input may be generated mesh output, photogrammetry, NeRF/GSplat-derived mesh, scan cleanup, sculpt, CAD-derived polygon export, hand-modeled geometry, or a kitbashed draft. The output is a documented, validated asset package with predictable geometry, scale, materials, texture maps, LODs when needed, and provenance.
Use it when the user asks for asset prep, retopology, cleanup, optimization, baking, UVs, PBR textures, LODs, rig handoff, static mesh delivery, skeletal mesh readiness, game-ready assets, web-ready assets, GLB/glTF/USD/FBX export, DCC-to-engine delivery, or QA of a 3D model.
Do not use it for:
- Choosing or prompting a specific 3D generation provider.
- Building a whole environment, shot, level, or composed scene.
- Running motion-capture sessions or solving mocap performances.
- Exact CAD, toleranced manufacturing, BIM compliance, or simulation-grade engineering geometry.
- Character performance direction, although this skill can prepare a mesh for rigging or animation handoff.
Start With The Delivery Contract
Before touching topology, define the asset's consumer. A beautiful mesh is still a failed delivery if the receiving engine cannot load its textures, its unit scale is wrong, or the rigging team cannot bind it.
Ask for or infer these requirements: