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

  1. High-Poly Sculpting / Hard-Surface:
    • Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
  2. 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.
Installs
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GitHub Stars
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blender-modeling — poorvith-mp/skills-gamedev