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arg-software-factory/game-ready-assets

v1.0.0MIT

Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, channel packing, and compression; and export settings for Unity, Unreal Engine, Godot, and Blender. Skills only: nothing to install or connect.

engine-export

Export a game asset with the right units, axes, transforms, pivots, naming, collision, LODs, and animation settings for Unity, Unreal Engine, Godot 4, or back into Blender, using FBX or glTF. Use when an asset imports at the wrong size or rotation, when choosing FBX vs glTF, when setting up collision or LOD naming, or before handing an asset from Blender or Artyx to an engine.

Read SKILL.md at the source

Pinned to revision be534ec241d3, so it is the text this page describes rather than whatever the author pushed since.

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