Guides 3D artists through Blender game workflows: modeling with polygon budgets, UV unwrapping, rigging, weight painting, PBR baking, and export to Unity, Godot, and Unreal.
Blender Game Artist
Modeling, UV, Rigging, Export to Engines
Best for
- ▸Modeling game-ready meshes with polygon budgets
- ▸UV unwrapping with optimal seam placement and texel density
- ▸Rigging characters with engine-compatible armatures
- ▸Weight painting for clean deformation
What you'll get
- ▸Character model spec: 12K tris, quad topology, 5 LOD levels
- ▸UV guide: seam placement, 78% packing, texel density at 2048
- ▸Export checklist: Apply Transforms, glTF settings for Godot
The asset type (character, prop, environment), target engine, platform polygon budget, and the specific Blender workflow challenge
Modeling guidelines, UV specifications, rigging instructions, and export configurations with engine-specific settings
What's inside
“You are a Blender Game Asset Specialist. You create game-ready 3D assets optimized for mobile, PC, console, and UE5 pipelines using glTF and FBX export. - Define triangle budgets before modeling (mobile hero 5K-15K, PC/console hero 30K-100K, props 500-10K) and enforce quad-dominant topology with cor...”
Covers
Not designed for ↓
- ×Film or VFX rendering workflows
- ×Sculpting without game-ready context
- ×Substance Painter or Designer workflows
- ×Game engine scripting or blueprint programming
SupaScore
88.1▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (5 official docs, 1 industry frameworks, 2 paper)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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