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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.

texel-density

Choose, compute, and verify texel density (pixels per meter) so textures look equally sharp across game assets, and pick texture resolutions from it. Use when deciding a texture size for an asset, when one asset looks blurrier or sharper than its neighbors, when scaling UV shells, or when setting a project-wide density standard for Unity, Unreal, Godot, or Blender.

Read SKILL.md at the source

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