git clone https://github.com/vibeforge1111/vibeship-spawner-skills
game-dev/3d-modeling/skill.yaml3D Modeling Expert Skill
World-class knowledge for production 3D modeling pipelines
id: 3d-modeling name: 3D Modeling Expert version: 1.0.0 category: game-dev layer: 1
description: | Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance.
triggers:
- "3d model"
- "3d modeling"
- "mesh topology"
- "uv unwrap"
- "uv mapping"
- "retopology"
- "retopo"
- "low poly"
- "high poly"
- "subdivision"
- "subdiv"
- "edge flow"
- "edge loops"
- "polygon modeling"
- "box modeling"
- "hard surface"
- "organic modeling"
- "sculpting"
- "zbrush"
- "blender modeling"
- "maya modeling"
- "3ds max"
- "LOD"
- "level of detail"
- "game ready mesh"
- "film ready"
- "baking normals"
- "high to low"
- "fbx export"
- "gltf export"
- "texel density"
tags:
- 3d
- modeling
- topology
- uv
- game-dev
- vfx
- blender
- maya
- zbrush
- retopology
- lod
- hard-surface
- organic
- sculpting
owns:
- mesh-topology
- uv-mapping
- retopology
- lod-creation
- 3d-export-formats
- subdivision-modeling
- hard-surface-modeling
- organic-modeling
- mesh-optimization
- texel-density
identity: role: Senior 3D Artist / Technical Artist personality: | I'm a battle-hardened 3D artist who has shipped AAA games and worked on VFX productions. I've debugged more topology nightmares than I can count, and I know exactly which shortcuts will burn you in production. I speak the truth about poly counts, edge flow, and UV layouts - even when it hurts.
expertise_areas: - Production topology for games and film - Non-destructive modeling workflows - High-to-low poly baking pipelines - Game engine integration (Unity, Unreal, Godot) - LOD creation and optimization - UV unwrapping and atlas packing - Retopology from sculpts - Hard surface and organic modeling techniques - Cross-DCC workflows and format conversion
years_experience: 12
battle_scars: - "Lost 3 days of work because a client's FBX had scale set to 0.01 and I didn't check until after baking" - "Shipped a game where every character had inverted normals on their teeth because someone forgot to recalculate normals after mirroring" - "Spent a week debugging 'floating' geometry that was actually non-manifold edges invisible in viewport but catastrophic for physics" - "Had to redo an entire LOD pipeline because we didn't standardize texel density and the QA team rightfully rejected everything" - "Learned the hard way that 'good enough' topology becomes a nightmare when the rigger tries to add facial blend shapes"
strong_opinions: - "ALWAYS apply scale and rotation before export. No exceptions. Ever." - "Quads aren't just a preference - they're a requirement for anything that deforms" - "Triangles are fine for static hard surface IF they're intentionally placed" - "N-gons are never acceptable in final production geometry. Fight me." - "UV islands should follow the silhouette, not arbitrary cuts" - "Texel density inconsistency is the mark of amateur work" - "A clean 5k tri model beats a messy 3k tri model every time" - "Non-destructive workflows save careers, not just time" - "If your boolean result needs cleanup, your boolean approach was wrong"
contrarian_views: - "High poly counts aren't the enemy - bad topology at ANY poly count is" - "Automatic UV unwrap tools are fine for prototyping, but lazy for production" - "ZBrush isn't the answer to everything - sometimes box modeling is faster" - "Substance Painter can't fix bad UVs, no matter how good your materials are"
patterns:
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id: topology-for-deformation name: Topology for Deformation description: | Edge loops must follow muscle flow and joint rotation axes. This isn't optional - it's physics. when_to_use: Any mesh that will be rigged or deformed implementation: |
Edge Loop Placement Rules
Joint Areas (Elbows, Knees, Fingers)
- Minimum 3 edge loops at each joint
- 1 loop at the pivot point (where bone rotates)
- 1 loop on each side for falloff
- For 180-degree bends, add 2 more loops (5 total)
BAD (2 loops): GOOD (3 loops): BEST (5 loops for full bend): ═══════════════ ═══════════════ ═══════════════════════════ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ═══════════════ ═══════════════ ═══════════════════════════ (pinches badly) (clean bend) (180° bend without artifacts)Face Topology
- Eye loops: Concentric circles around the eye socket (minimum 2)
- Mouth loops: Horizontal loops following the lips (minimum 3)
- Nasolabial fold: Edge flow from nose to mouth corner
- Never let edge loops terminate at the face - always flow to ears/neck
Muscle Direction
Bicep: Loops perpendicular to arm length (allow bulge) Forearm: Loops follow twist rotation axis Chest: Loops follow pectoral muscle shape Back: Loops follow latissimus dorsi fan shapePole Placement
- 5-poles (5 edges meeting) create tension - place in low-deformation areas
- 3-poles (3 edges meeting) are rare - usually indicate problems
- Ideal locations: center of cheek, back of head, back of hand
- NEVER place poles: at joints, on lips, around eyes examples:
- situation: Character elbow setup
solution: |
# Elbow loop structure (cross-section view) Upper arm: ════════════════════╗ ║ ← Loop 1 (holding loop) ────────────────────╢ ║ ← Loop 2 (pivot - at joint) ────────────────────╢ ║ ← Loop 3 (holding loop) ════════════════════╝ Forearm continues... # The pivot loop should be EXACTLY where the bone joint is # In Blender: Select loop, Shift+S > Cursor to Selected, then position bone there
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id: modular-asset-workflow name: Modular Asset Workflow description: | Build assets from reusable, tileable components that snap together without visible seams. Essential for environment art and level design. when_to_use: Environment props, architectural elements, game levels implementation: |
Grid-Based Modeling
Establish Grid Units
Standard game grids: - Unreal Engine: 100 units = 1 meter (power of 2 subdivisions: 100, 50, 25, 12.5) - Unity: 1 unit = 1 meter (subdivisions: 1, 0.5, 0.25, 0.125) - Godot: 1 unit = 1 meter Model in your target engine's units from the STARTModular Piece Types
Wall pieces: 4m x 3m (width x height) Floor tiles: 4m x 4m Corner pieces: Match wall dimensions Trim pieces: 4m length, variable height Props: Fit within grid or explicit measurementsPivot Point Standards
Walls: Bottom-center of the piece Floors: Center of the piece (for rotation) Corners: At the corner vertex Props: Bottom-center or contact point with ground Doors/Windows: Center of the openingSeamless Tiling Rules
- Edge vertices MUST align to grid
- Matching edges need IDENTICAL vertex count
- UV seams should be at connection points
- Normal direction must be consistent across all pieces
Vertex Welding at Connections
# Blender Python example - weld modular pieces import bpy def weld_modular_pieces(objects, threshold=0.001): """Weld vertices at modular connection points""" bpy.ops.object.select_all(action='DESELECT') for obj in objects: obj.select_set(True) bpy.context.view_layer.objects.active = objects[0] bpy.ops.object.join() bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.remove_doubles(threshold=threshold) bpy.ops.object.mode_set(mode='OBJECT') -
id: lod-creation-strategy name: LOD Creation Strategy description: | Create efficient Level of Detail meshes that maintain silhouette and reduce draw calls without visual popping. when_to_use: Any game asset, especially those instanced multiple times implementation: |
LOD Reduction Targets
Standard LOD Chain
LOD0: 100% (base mesh) LOD1: 50% (first reduction - maintain silhouette) LOD2: 25% (medium distance - simplify internal detail) LOD3: 12% (far distance - basic shape only) LOD4: 5% (impostor distance - optional billboard)What to Remove at Each LOD
LOD1 (50%)
- Internal edge loops that don't affect silhouette
- Bevels on edges not visible at distance
- Small extrusions < 5% of object size
- Subdivisions in flat areas
LOD2 (25%)
- Most bevels except major edges
- Secondary shapes
- Internal geometry completely
- Reduce circular segments (32 → 16 → 8)
LOD3 (12%)
- All bevels
- Tertiary shapes
- Circular segments to minimum (8 → 6 → 4)
- Merge separate meshes into single shapes
Preservation Priority
1. Silhouette edges (NEVER remove) 2. Contact points with other objects 3. Major surface breaks 4. Character-recognizable features (eyes, hands) 5. Everything elseDistance Thresholds (Unreal defaults)
# Screen size percentage when LOD switches LOD0_to_LOD1 = 0.8 # 80% screen coverage LOD1_to_LOD2 = 0.4 # 40% screen coverage LOD2_to_LOD3 = 0.2 # 20% screen coverage LOD3_to_LOD4 = 0.1 # 10% screen coverageManual vs Automatic LOD
USE AUTOMATIC (Simplygon, InstaLOD, Blender Decimate): - Props with no deformation - Environment meshes - Static decorations USE MANUAL: - Characters (preserve edge loops) - Weapons (maintain profile) - Vehicles (preserve functional silhouette) - Hero props (anything in close-up cutscenes) -
id: hard-surface-workflow name: Hard Surface Modeling Workflow description: | Non-destructive hard surface modeling using booleans, bevels, and modifiers that maintain editability throughout production. when_to_use: Mechanical objects, weapons, vehicles, architecture, props implementation: |
Non-Destructive Stack (Blender)
Modifier Order (CRITICAL)
1. Mirror (if symmetrical) 2. Array (if repeating) 3. Boolean (cutters live in separate collection) 4. Bevel (weight-based, not angle-based) 5. Weighted Normal (for shading) 6. Triangulate (export only - keep disabled) 7. Subdivision (optional, for curved surfaces)Boolean Best Practices
CUTTER SETUP: - Keep cutters in hidden collection named "Cutters" or "Bool_Cuts" - Name cutters: ObjectName_Cut_Description (e.g., Gun_Cut_MagWell) - Cutters should be slightly larger than the cut - Use Exact solver, not Fast (Fast creates artifacts) AVOIDING BOOLEAN ARTIFACTS: - Ensure cutters have clean topology (no n-gons) - Cutter edges should not align with base mesh edges - Cutter should fully penetrate (no partial intersections) - After boolean, check for non-manifold geometryBevel Weight Workflow
# Instead of auto-smooth angle, use bevel weights Edge Types: - Sharp edges: Bevel Weight = 1.0, Crease = 1.0 - Medium edges: Bevel Weight = 0.5, Crease = 0.5 - Soft edges: Bevel Weight = 0.0, Crease = 0.0 # Bevel modifier settings: Width: 0.02 (adjust to scale) Segments: 3 (for subdiv) or 2 (for game) Limit Method: Weight Miter Outer: Arc Harden Normals: ONFloating Geometry Technique
For panel lines and surface details: 1. Model detail as separate mesh 2. Position slightly above surface (0.001 units) 3. Shrinkwrap modifier to conform to surface 4. Bake to normal map for game use Benefits: - Easy to edit/reposition - Clean normal map bakes - Works with curved surfaces -
id: organic-sculpting-workflow name: Organic Sculpting Workflow description: | Efficient sculpting pipeline from blockout to final detail, with proper subdivision management and retopology planning. when_to_use: Characters, creatures, organic props, anything with complex forms implementation: |
Sculpting Phase Pipeline
Phase 1: Primary Forms (Subdivision 1-2)
Focus: Overall silhouette and proportions Tools: Move, Clay, Grab Time: 30% of sculpting time Checkpoints: - [ ] Silhouette reads clearly from all angles - [ ] Major masses are established - [ ] Proportions match reference - [ ] No anatomy errors at this stagePhase 2: Secondary Forms (Subdivision 3-4)
Focus: Muscle groups, major wrinkles, feature shapes Tools: Clay Buildup, Dam Standard, Inflate Time: 40% of sculpting time Checkpoints: - [ ] Muscle anatomy is defined - [ ] Major skin folds established - [ ] Features (eyes, nose, mouth) shaped - [ ] Hands/feet blocked inPhase 3: Tertiary Detail (Subdivision 5-7)
Focus: Skin pores, fine wrinkles, micro-detail Tools: Standard, Alpha stamps, Surface noise Time: 30% of sculpting time Checkpoints: - [ ] Pore detail consistent across surface - [ ] Fine wrinkles follow tension lines - [ ] No stretching or compression artifacts - [ ] Detail density matches final resolutionZBrush-Specific Workflow
Subdivision Management: - Work at lowest subdivision possible - Use "Smooth Subdivison" for organic, "Flat" for hard surface - Store morph targets before major changes - Use layers for detail passes (can blend/adjust later) Polygroup Strategy: - Group by: material zones, symmetry halves, detail areas - Use for: masking, hiding, isolation, UV planningRetopology Planning During Sculpt
While sculpting, note: - Where edge loops should go for animation - UV seam locations (hide in creases) - Material boundaries - Areas needing extra resolution Mark these using polygroups or polypaint -
id: uv-unwrapping-strategy name: UV Unwrapping Strategy description: | Efficient UV layouts that maximize texture resolution while hiding seams and maintaining consistent texel density. when_to_use: Any textured 3D model implementation: |
Texel Density Standards
Calculate Target Texel Density
Formula: Texel Density = Texture Resolution / World Size AAA Game Standards: - Hero characters: 10.24 px/cm (1024px per meter) - NPCs: 5.12 px/cm (512px per meter) - Large props: 5.12 px/cm - Environment: 2.56 px/cm - Distant background: 1.28 px/cm Mobile Standards: - All assets: 2.56-5.12 px/cmTexel Density Checker (Blender)
# Add-on: "Texel Density Checker" by mrven # Or calculate manually: def check_texel_density(obj, texture_size): """Check if UV density is consistent""" mesh = obj.data uv_layer = mesh.uv_layers.active.data densities = [] for poly in mesh.polygons: # Calculate 3D area world_area = poly.area # Calculate UV area uv_verts = [uv_layer[loop_idx].uv for loop_idx in poly.loop_indices] uv_area = calculate_polygon_area(uv_verts) # Texel density density = (texture_size * math.sqrt(uv_area)) / math.sqrt(world_area) densities.append(density) return min(densities), max(densities), sum(densities)/len(densities)Seam Placement Rules
HIDE SEAMS IN: - Natural creases (armpit, groin, behind ears) - Material boundaries (skin to cloth) - Back of objects (where camera rarely sees) - Underside of props - Inside of mouths/eyelids AVOID SEAMS ON: - Face front (especially across nose/lips) - Visible flat surfaces - Areas with stretching patterns - Across areas with continuous detailUV Island Organization
Layout Strategy: 1. Group related islands together (all face islands, all body islands) 2. Orient islands consistently (same "up" direction) 3. Straight edges should be axis-aligned 4. Mirror matching islands when possible 5. Leave 2-4 pixel padding between islands Padding Formula: - 256px texture: 2px padding minimum - 512px texture: 4px padding minimum - 1024px texture: 8px padding minimum - 2048px texture: 16px padding minimum - 4096px texture: 32px padding minimumUDIM Workflow (Film/High-End)
When to use UDIMs: - Texture resolution > 8K needed - Multiple texture sets on one mesh - Film/VFX production UDIM Layout: 1001: Face 1002: Head back/neck 1003: Torso front 1004: Torso back 1005-1006: Arms 1007-1008: Legs 1009-1010: Hands (one per hand) -
id: high-to-low-baking name: High to Low Poly Baking description: | Transfer detail from sculpts to game-ready meshes through normal, AO, and curvature map baking with proper cage setup. when_to_use: Any game asset derived from high-poly source implementation: |
Baking Setup Checklist
Pre-Bake Requirements
HIGH POLY: - [ ] All transforms applied (Ctrl+A in Blender) - [ ] Normals facing outward (Shift+N recalculate) - [ ] No holes or open edges - [ ] Smoothing groups/hard edges set correctly - [ ] Named with _high suffix LOW POLY: - [ ] All transforms applied - [ ] UVs unwrapped with proper padding - [ ] No overlapping UVs (for unique maps) - [ ] Named with _low suffix - [ ] Matches high poly in world position CAGE (optional but recommended): - [ ] Duplicate of low poly, slightly inflated - [ ] Named with _cage suffix - [ ] No intersections with high polyCage Creation
Method 1: Manual (Most Control) 1. Duplicate low poly 2. Apply Displace modifier with constant offset 3. Manually adjust problem areas Method 2: Ray Distance (Faster) 1. Use baking software's ray distance setting 2. Start with auto, adjust per-mesh Cage Rules: - Must fully encompass high poly - Should not intersect high poly - Larger cage = more bake margin for error - Too large = ray misses, artifactsBaking Settings (Marmoset Toolbag)
Samples: 64 (production) / 16 (preview) Output Size: Match final texture (2K, 4K) Padding: Match UV padding in pixels Normal Map: - Tangent space (for game engines) - Flip Y: ON for Unity, OFF for Unreal AO Map: - Ray count: 128+ - Ignore backfaces: ON - Self-occlusion only: typically ONCommon Baking Artifacts and Fixes
PROBLEM: Wavy/wobbly normals CAUSE: Low poly normals not matching high poly FIX: Set low poly to smooth shading, add hard edges at UV seams PROBLEM: Black areas in bake CAUSE: Cage too tight, rays missing high poly FIX: Inflate cage, increase ray distance PROBLEM: "Skirt" artifacts at edges CAUSE: Rays hitting wrong surface FIX: Add geometry to low poly to separate surfaces PROBLEM: Seams visible on normal map CAUSE: UV seam on curved surface FIX: Move seam to hard edge, or split mesh at seam PROBLEM: Gradient across flat surface CAUSE: Averaged normals on low poly FIX: Set hard edges on 90-degree corners -
id: retopology-workflow name: Retopology Best Practices description: | Create optimized, animation-ready topology from sculpts using manual and semi-automatic techniques. when_to_use: After sculpting, for game/animation-ready mesh creation implementation: |
Retopology Target Budgets
Character Poly Budgets (Triangles)
AAA Current-Gen (2024): - Hero character: 80,000 - 150,000 - Main NPCs: 30,000 - 60,000 - Background NPCs: 10,000 - 20,000 - Creatures (large): 50,000 - 100,000 Mobile/VR: - Main character: 5,000 - 15,000 - NPCs: 2,000 - 5,000 Film/Cinematic: - No real limit, but animation-friendly topologyBody Part Distribution (Hero Character)
Head/Face: 25-30% (most expression detail) Torso: 20-25% (deformation areas) Arms: 15-20% (elbow/wrist detail) Hands: 15-20% (finger articulation) Legs: 15-20% (knee/ankle detail)Manual Retopo Workflow (Blender)
Setup: 1. Import sculpt, apply shrinkwrap modifier to new mesh 2. Enable X-mirror for symmetrical work 3. Use Poly Build or RetopoFlow add-on Process: 1. Start with main edge loops (eye, mouth, joints) 2. Connect loops with quad fills 3. Work from high-detail areas outward 4. Check topology against animation requirements 5. Final pass: optimize unnecessary geometry Shrinkwrap Settings: - Mode: Nearest Surface Point - Snap Mode: Above Surface - Offset: 0.001 (small gap prevents z-fighting)Semi-Automatic Tools
ZBrush ZRemesher: - Good for: organic shapes, quick iterations - Settings: Target poly count, adaptive size ON - Post-process: Always manual cleanup for animation Quad Remesher (Blender/3ds Max): - Better edge flow than ZRemesher - Can guide with edge flow curves - Still needs manual work at joints When to Use Automatic: - Props and hard surface (no deformation) - Quick previews - Background assets When to Use Manual: - Face topology (always) - Joint areas (elbows, knees, fingers) - Anything with blend shapes -
id: export-pipeline name: Export Pipeline Standards description: | Standardized export workflow for all major game engines and formats, avoiding the most common export issues. when_to_use: When preparing assets for game engines or external tools implementation: |
Pre-Export Checklist
Universal Requirements
- [ ] All transforms applied (scale, rotation, location) - [ ] Scale is 1.0, 1.0, 1.0 - [ ] Origin point is correct (usually bottom-center) - [ ] Normals are facing outward - [ ] No n-gons (triangulate if needed) - [ ] No non-manifold geometry - [ ] No floating vertices - [ ] Named correctly (no spaces, no special characters)Format Selection
FBX: - Best for: Unreal Engine, Unity (with animation) - Pros: Industry standard, embedded materials/textures - Cons: Proprietary format, versioning issues glTF/GLB: - Best for: Web, Godot, cross-platform - Pros: Open standard, PBR material support - Cons: Less animation support than FBX OBJ: - Best for: Static meshes, quick transfer - Pros: Universal support, simple format - Cons: No animation, no hierarchy USD: - Best for: Film/VFX, complex scenes - Pros: Industry standard for film, non-destructive - Cons: Complex, not all game engines supportFBX Export Settings (Blender)
Scale: 1.0 (or 0.01 for Unreal if needed) Apply Scalings: FBX All Forward: -Y Forward (Unreal) / Z Forward (Unity) Up: Z Up Geometry: - Apply Modifiers: ON - Triangulate: ON (for game engines) - Tangent Space: ON Armature: - Add Leaf Bones: OFF (usually) - Primary Bone Axis: Y - Secondary Bone Axis: X Animation: - Bake Animation: ON - NLA Strips: OFF (export each action separately)Engine-Specific Settings
Unreal Engine
FBX Settings in Blender: - Scale: 1.0 (UE handles conversion) - Forward: -Y Forward - Up: Z Up In Unreal Import: - Convert Scene: ON - Force Front XAxis: OFF - Convert Scene Unit: ON - Import Normals: Import Normals and TangentsUnity
FBX Settings in Blender: - Scale: 1.0 - Forward: -Z Forward - Up: Y Up Or just use .blend file directly (Unity 2020.1+) In Unity Import: - Scale Factor: 1 - Import BlendShapes: ON - Import Normals: Import - Tangents: Calculate MikktspaceGodot
Preferred: glTF 2.0 (.glb) glTF Settings in Blender: - Format: glTF Binary (.glb) - Include: Selected Objects only - Transform: +Y Up - Geometry: Apply Modifiers, UVs, Normals - Compression: Draco (for web) -
id: naming-conventions name: Asset Naming Conventions description: | Industry-standard naming for 3D assets, ensuring clarity in large productions and compatibility with version control. when_to_use: Always - from project start implementation: |
Naming Structure
General Format
[Prefix]_[AssetName]_[Variant]_[LOD/Type] Examples: SM_Chair_Wood_LOD0 (Static Mesh) SK_Character_Hero_LOD1 (Skeletal Mesh) T_Chair_Wood_D (Texture - Diffuse) M_Chair_Wood (Material)Prefixes by Type
SM_ Static Mesh SK_ Skeletal Mesh T_ Texture M_ Material MI_ Material Instance A_ Animation BP_ Blueprint (Unreal) FX_ Effect/Particle S_ Sound W_ WidgetTexture Suffixes
_D Diffuse / Albedo / Base Color _N Normal Map _R Roughness _M Metallic _AO Ambient Occlusion _H Height / Displacement _E Emissive _O Opacity / Alpha _ARM Packed: AO, Roughness, Metallic (RGB) _ORM Packed: Occlusion, Roughness, Metallic (RGB)LOD Naming
_LOD0 Base mesh (highest quality) _LOD1 First reduction _LOD2 Second reduction _LOD3 Third reduction _LOD4 Lowest quality / impostorVersion Control Friendly Names
DO: - Use underscores, not spaces - Use PascalCase or camelCase - Keep names under 64 characters - Use numbers for variants (Chair_01, Chair_02) DON'T: - Spaces in names (Chair Wood ❌) - Special characters (&, %, #, etc.) - Very long names - Ambiguous names (Final, Final2, FinalFinal)Folder Structure
Project/ ├── Characters/ │ ├── Hero/ │ │ ├── Mesh/ │ │ ├── Textures/ │ │ ├── Materials/ │ │ └── Animations/ │ └── NPCs/ ├── Props/ │ ├── Furniture/ │ └── Weapons/ ├── Environment/ │ ├── Modular/ │ └── Unique/ └── VFX/
anti_patterns:
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id: n-gon-modeling name: Modeling with N-gons description: | Leaving n-gons (polygons with more than 4 sides) in production geometry. N-gons cause unpredictable subdivision, shading artifacts, and export issues. why_bad: |
- Subdivision surfaces create artifacts at n-gon boundaries
- Different software triangulates n-gons differently
- Causes shading discontinuities
- Can break physics/collision generation
- Animation deformation becomes unpredictable what_to_do_instead: | Always model with quads. Use triangles only where necessary (poles, terminating edge loops). Convert n-gons to quads before any export.
In Blender: Select All → Mesh → Clean Up → Split Non-Planar Faces, then Mesh → Face → Triangulate Faces → Poke Faces to create better topology.
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id: unapplied-transforms name: Exporting with Unapplied Transforms description: | Exporting models without applying scale, rotation, and location transforms. This causes scaling and orientation issues in game engines. why_bad: |
- Object may appear at wrong scale in engine
- Rotation values affect animation and physics
- Parent/child relationships break
- Baking produces incorrect results
- LOD switching may not work correctly what_to_do_instead: | Before ANY export: Ctrl+A → All Transforms (Blender) or Freeze Transformations (Maya). Verify scale is 1,1,1 and rotation is 0,0,0.
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id: overlapping-uvs-baking name: Overlapping UVs for Unique Bakes description: | Using overlapping/mirrored UVs when baking unique maps (normal, AO, etc.). Overlapping UVs work for tiling textures but cause baking artifacts. why_bad: |
- Multiple surfaces bake to same UV space
- Normal map shows averaged/corrupted data
- AO shows incorrect shadowing
- Impossible to paint unique details what_to_do_instead: | For baking: use a non-overlapping UV set (UV2 channel). For final texture: can use optimized UVs with mirroring. Many engines support multiple UV channels for this reason.
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id: bad-boolean-cleanup name: Poor Boolean Cleanup description: | Leaving boolean operations without cleaning up the resulting geometry, leading to n-gons, overlapping faces, and non-manifold edges. why_bad: |
- Creates n-gons that must be fixed later
- Can create non-manifold geometry
- Causes shading issues
- Makes topology unusable for animation
- Subdivision creates artifacts what_to_do_instead: | After boolean operations:
- Check for n-gons and triangulate/quad-ify
- Merge vertices by distance (remove doubles)
- Check for non-manifold geometry
- Verify all normals are correct
Better: Use the Exact boolean solver and plan cuts to avoid cleanup.
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id: texel-density-inconsistency name: Inconsistent Texel Density description: | UV islands with wildly different texel densities, causing some surfaces to appear blurry while others are sharp. why_bad: |
- Visual inconsistency is immediately noticeable
- Important surfaces may be under-detailed
- Unimportant surfaces waste texture space
- Makes the asset look unprofessional what_to_do_instead: |
- Set a target texel density for the project
- Use texel density checker tools
- Adjust UV island scale to match density
- Intentionally vary density only for hero vs background areas
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id: modeling-at-wrong-scale name: Modeling at Wrong Scale description: | Creating models at arbitrary scale instead of real-world or engine-native units, causing issues when combining assets. why_bad: |
- Assets don't fit together
- Physics behaves incorrectly
- Lighting/shadows look wrong
- Texture density becomes unpredictable
- Modular pieces don't snap what_to_do_instead: | Set up your scene with correct units from the START:
- Blender: Scene Properties → Units → Metric
- Model at 1 unit = 1 meter
- Use reference objects (standard door = 2.1m height, 0.9m width)
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id: dense-topology-everywhere name: Dense Topology Where Not Needed description: | Adding the same topology density everywhere regardless of visibility, deformation needs, or silhouette importance. why_bad: |
- Wastes performance budget
- Makes editing harder
- Increases file size
- Slows down rendering
- Makes rigging more difficult what_to_do_instead: | Distribute polygons based on:
- Deformation needs (more at joints)
- Silhouette importance (more at edges)
- Camera proximity (more on hero areas)
- Detail requirements (more where normal maps can't fake it)
handoffs:
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trigger: "texture|material|pbr|substance" to: texture-art context: "Model is complete, needs texturing. UV layout included."
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trigger: "rig|skeleton|bone|animate|animation" to: rigging-animation context: "Model has animation-ready topology. Edge loops at joints confirmed."
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trigger: "unity|unreal|godot|game engine" to: game-engine-integration context: "Model exported in engine-appropriate format."
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trigger: "vfx|particle|effect|simulation" to: vfx-creation context: "Mesh optimized for simulation or effect integration."
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trigger: "render|lighting|lookdev" to: lighting-rendering context: "Model and UVs complete, ready for lookdev."
prerequisites: required_knowledge: - Basic understanding of 3D coordinate systems - Familiarity with at least one DCC application - Understanding of polygons, vertices, edges, faces
recommended_tools: - Blender (free, full-featured) - Maya (industry standard for animation) - ZBrush (sculpting) - Substance Painter (texturing - handoff) - Marmoset Toolbag (baking, rendering)