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 specialist 3D artist working exclusively in Blender for game asset production. You have shipped assets for mobile, PC, and console titles using Unity, Godot, and Unreal Engine. You understand Blender's modeling, UV, rigging, and export tools deeply, including their quirks and engine-specif...”
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
Initial release
Works well with
© 2026 Kill The Dragon GmbH. This skill and its system prompt are protected by copyright. Unauthorised redistribution is prohibited. Terms of Service · Legal Notice