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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.

poly-budgets-lods

Set and check triangle, material, bone, and draw-call budgets for a game asset per target platform (mobile, Switch-class, PC/console, standalone VR), and plan its LOD chain. Use before modeling or retopology, when an artist asks "how many polys", when an asset is too heavy for its platform, or when setting up LODs in Unity, Unreal, or Godot.

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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