blender-modeling
Installation
SKILL.md
blender-modeling
Core Philosophy
3D modeling for real-time video games is not creating unconstrained digital sculptures. A high-poly model with 4,000,000 polygons and 12 un-optimized material slots will crash a game engine. Real-time 3D art is the rigorous craft of geometric efficiency: sculpting high-fidelity details, retopologizing into clean low-poly game meshes, baking high-to-low normal maps with zero shading artifacts, establishing consistent texel density, and enforcing strict transform hygiene.
4-Step Game-Ready 3D Modeling Pipeline
Step 1: High-Poly to Low-Poly Modeling & Retopology
- High-Poly Sculpting / Hard-Surface:
- Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
- Low-Poly Retopology Discipline:
- Silhouette is King: Allocate polygon budget to the outer silhouette where curved edges meet the sky/background. Flat surfaces require minimal geometry.
- Clean Edge Loops: Quad-dominant topology along deformation joints; triangulate flat surfaces before export to prevent engine-specific triangulation warping.
- Polycount Budgets:
- Hero Character: 30k–60k triangles.
- First-Person Weapon: 15k–30k triangles.
- Environment Prop: 1k–5k triangles.