3D Asset Pipeline
Purpose
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Use When
- the project ships 3D models and no export/import convention exists yet
- imported models need manual scale, rotation, or pivot fixes per asset
- multiple artists or DCC tools feed the same project and outputs diverge
Inputs
- DCC tools in use (Blender, Maya, etc.) and target engine or runtime
- interchange format decision (glTF/GLB preferred for web and Godot, FBX where the engine pipeline expects it)
- unit scale and axis conventions of the target
- entity inventory with intended gameplay sizes
Process
- fix the unit scale (meters per unit) and axis convention once, configure every DCC export preset to match, and document them where artists and programmers both see them
- define pivot/origin rules per asset category: characters at feet, props at base or grip, modular pieces at a snapping corner — chosen for placement, not authoring convenience
- standardize naming and folder structure per category (characters, props, environment, modular kits) consistent with the art bible
- define the export preset per format: applied transforms, triangulation, smoothing/normals, tangents, and which channels (UVs, vertex colors) are required
- budget polycount and texture resolution per asset category against the weakest target platform
- validate on import, not on complaint: a checklist (scale probe, orientation, pivot, naming, polycount) every new asset passes before integration
- keep source files (.blend, .ma) in source control or a documented store, separate from exported runtime assets
Outputs
- unit/axis/pivot convention sheet
- export presets per DCC tool and format
- naming and folder convention per asset category
- polycount/texture budgets and the import validation checklist
Quality Bar
- any new model imports at correct size and orientation with zero per-asset fixes in engine or code
- pivots support placement and snapping without runtime offsets
- every asset passes the import checklist before it reaches a scene
- source art and exported runtime assets never mix in one folder
Common Failure Modes
- per-asset magic scale factors scattered through scenes or code because exports never matched the unit convention
- pivots at world origin or authoring position, forcing offset parents everywhere
- mixed normals/tangent settings causing lighting seams between assets
- runtime folders polluted with source files, making it unclear what ships
Related Agents
- technical-artist
- level-designer
- performance-reviewer
Related Commands
- art-3d-pass
- perf-budget
- verify
Related Skills
- materials-shading-pipeline
- asset-management
- art-bible
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns geometry/export conventions;
materials-shading-pipeline owns surfacing; rigging-skinning-pipeline owns deformation.