Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Enforce budgets. Clean geometry. Game-ready validation gate before export.
Audit → Identify Issues → Fix → Re-Audit → LOD Generation → Validation Report
Run via MCP scene queries where possible:
../references/polycount-budgets.md)MAT_ conventionSM_ prefixCOL_Collision| Issue | Fix |
|---|---|
| Over budget | Remove unseen geo, decimate, bake detail |
| High triangle count on flat surfaces | Reduce subdiv/bevel segments |
| Many draw calls | Merge materials; atlas textures |
| Repeated geometry | Convert to instances |
| Heavy modifiers | Apply and merge strategically |
LOD0: Full detail (hero)
LOD1: 50% tris — remove micro-bevels, small greebles
LOD2: 25% tris — decimate modifier; preserve silhouette
LOD3: 10% tris — impostor/card or simple proxy
Naming: SM_Asset_LOD0, SM_Asset_LOD1, etc.
Use Decimate modifier:
Before export:
## Optimization Report: [Asset/Scene]
**Total Triangles:** [count] (budget: [target])
**Draw Calls (materials):** [count]
**Objects:** [count]
**Issues Fixed:** [list]
### Per-Object Breakdown
| Object | Tris | Materials | Status |
|--------|------|-----------|--------|
| SM_... | ... | ... | PASS/FAIL |
| Topic | Reference | Load When |
|---|---|---|
| Full validation | ../references/validation-checklist.md | Final gate |
| Polycount budgets | ../references/polycount-budgets.md | Budget setting |
| LOD strategies | references/lod-strategies.md | LOD creation |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
日本語の概要は準備中です。原文の説明を表示しています。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
日本語の概要は準備中です。原文の説明を表示しています。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
日本語の概要は準備中です。原文の説明を表示しています。