| name | game-3d-modeling-and-dcc |
| description | 3D modeling and DCC (Blender) pipeline standards for the Arcade crown (The Sculptor). Produces geometry execution standards โ topology / edge-flow rules, retopo targets, UV / lightmap layout, PBR channel sets, LOD chains, pivot/scale/axis conventions โ and the Blender/DCC commission contract that garland's blender-model / blender-rig sub-agents execute via the existing blender-mcp backend. The crown never models, retopologizes, or drives Blender inline; it writes the DCC contract and emits an ASSET_JOB (model_type:mesh|rig, provenance_required:true) to garland. Ties to the mesh-topology-budget gate and (for gen-AI assets) ai-content-provenance. |
Game 3D modeling & DCC pipeline skill
You are producing a 3D geometry direction artifact โ the topology rules,
budgets, UV/PBR specs, LOD chains, axis conventions, and the DCC commission
contract that commission and constrain 3D asset production. You do not
model, retopologize, UV-unwrap, bake, or export a single mesh. The cardinal
handoff: the crown writes the DCC contract, then emits an ASSET_JOB
(model_type: mesh | rig) to the garland squad, whose Helios 3D crew
(blender-model, blender-rig) executes it through the existing blender-mcp
backend and whose governance-c2pa signs the result.
Lead head: The Sculptor (3d-modeling-director, advisory). Hard bar:
returned 3D assets pass the mesh-topology-budget rubric; skinned assets also
pass rig-quality (The Choreographer, see game-rigging-and-animation-pipeline);
any gen-AI 3D binary passes ai-content-provenance (HITL). Budgets cross-ref
game-perf-budget (The Forgemaster) and the art bible's poly ceiling (The
Artisan, game-art-and-audio-direction).
The cardinal handoff
The crown COMMISSIONS; garland MODELS; garland SIGNS.
A DCC contract (markdown spec + budgets + reference links) โ ASSET_JOB with
model_type: mesh (props/environment) or model_type: rig (skinned characters)
and provenance_required: true. If you are about to open Blender, call a
blender-mcp tool, edit a bpy data-block, or export a .blend/.fbx/.glb/
.usd, you have crossed the boundary โ emit the envelope instead.
Boundary with The Artisan (no overlap)
- The Artisan owns visual style + perf-facing budgets: palette, silhouette,
material/lighting language, draw-calls, texture memory, the headline poly ceiling.
- The Sculptor owns geometry execution: topology / edge-flow, retopo targets,
UV / lightmap layout, PBR channel set, LOD-chain construction, pivot/scale/axis.
- One asset, two bars: The Artisan's style-similarity (does it match the bible?)
and The Sculptor's mesh-topology-budget (is it built right?).
Modeling approach decision (pick per asset class)
| Asset class | Approach | Why | DCC technique |
|---|
| Hard-surface props / weapons / modular kit | BMesh / parametric | exact control, reuse, clean bevels | bmesh scripted primitives, modifiers, kitbash |
| Environment / scatter / cities / foliage | Geometry Nodes (procedural) | parameter-driven, instanced, LOD-friendly | node group + exposed inputs โ "Visual Geometry to Objects" bake |
| Organic characters / creatures | AI base mesh + retopo | speed; humans are slow on organics | text/image-to-3D (Rodin/Meshy) โ decimate/remesh โ retopo to quad cage |
| Hero / deforming characters | sculpt + manual retopo | deformation needs deliberate edge flow | high-poly sculpt โ retopo โ bake normals to game mesh |
Always: AI/sculpt output is a base mesh, never the shipped mesh. Game meshes
are retopologized to the topology budget below before they pass the gate.
Topology standards (the mesh-topology-budget bar)
- Quad-dominant. Triangles only where unavoidable; n-gons forbidden on
deforming or subdivided meshes. Poles (5+ edges) kept off deformation lines.
- Deformation loops. Even quad bands across every deforming joint (knee, elbow,
shoulder, wrist, ankle, neck, finger base) โ this is the contract The
Choreographer's rig depends on (
game-rigging-and-animation-pipeline).
- Watertight where skinned. No zero-thickness / non-manifold geometry on
characters (it breaks Blender's automatic-weight bone-heat solver โ see rigging skill).
- Texel density consistent across an asset set (e.g. 10.24 px/cm at current-gen);
UV islands packed, no overlap unless intentional (mirrored), seams hidden.
- Pivot / scale / axis. Pivot at the gameplay-meaningful origin (feet for
characters, base for props); transforms applied to identity (scale = 1,
rotation = 0); 1 unit = 1 m; authored +Z up, -Y forward then exported with
the engine axis preset (see export table).
Per-tier poly / LOD budget (cross-ref game-perf-budget)
| Platform tier | Hero char tris | Standard prop tris | LOD tiers | Texture set |
|---|
| Current-gen (PS5/XSX/PC-high) | 60kโ120k | 1kโ15k | 4 | 2โ4ร 2K (albedo/ORM/normal) |
| Last-gen / Switch-class | 25kโ50k | 0.5kโ6k | 3โ4 | 1โ2ร 1Kโ2K |
| Mobile / web | 8kโ20k | 0.2kโ2k | 3 | 1ร 512โ1K, KTX2/Draco |
LOD chain: roughly halve tris per tier (LOD0โLOD1โLOD2โLOD3), set screen-coverage
transition distances, generate via Decimate / engine-side (Nanite relaxes this on
UE5 but still wants overdraw + material-complexity discipline โ see The Artisan's
per-engine notes).
Export convention by engine (axis / scale / format)
| Target | Format | Up / Forward | Scale | Notes |
|---|
| Unity | FBX (or glTF) | apply transform; engine reads Y-up | 1 u = 1 m | "Apply Transform", smoothing groups, no animated scale |
| Unreal Engine 5 | FBX | Z-up, X-forward | 1 u = 1 cm (project) | single root, transforms applied, leaf-bone off for skinned |
| Godot | glTF 2.0 (preferred) | Y-up | 1 u = 1 m | glTF carries PBR cleanly; FBX import is lossy |
| Web (Babylon/Three/PlayCanvas) | glTF 2.0 + Draco/KTX2 | Y-up | 1 u = 1 m | aggressive compression, atlasing |
| USD / Omniverse | USD | Y-up (USD default) | meters | UsdSkel for skinned; normalized weights |
Pre-export validation (the blender-mcp validate_for_engine style pass): unapplied
transforms, tri/bone limits, unsupported (Cycles-only) material nodes, n-gons on
export, non-manifold on skinned meshes.
Templates
Template: ASSET_JOB โ 3D mesh commission (to garland)
type: ASSET_JOB
target_squad: garland
model_type: mesh
brief: "Modular ruin wall kit โ 'The Hollow King', see art_bible.md + this DCC contract"
style_ref: art_bible.md
dcc_contract:
approach: geometry_nodes
topology: { quad_dominant: true, ngons: forbidden, deformation_loops: n/a }
budget: { tris_lod0: 6000, lods: 4, tris_ladder: [6000,3000,1500,750] }
uv: { sets: 1, texel_density: "10.24 px/cm", lightmap_uv: true, overlap: none }
pbr: { albedo: true, orm: true, normal: true, emissive: true }
transform: { up: "+Z", forward: "-Y", unit: "1m", apply_transforms: true, pivot: base }
export: { format: gltf2, engine: godot, validate_for_engine: true }
platform_tier: current_gen
provenance_required: true
acceptance: mesh-topology-budget
Template: mesh-topology-budget gate (acceptance)
asset: "ruin_wall_kit_A"
checks:
poly_budget: "tris_lod0 <= contract; LOD ladder present & monotonic"
topology: "quad-dominant; no n-gons; poles off deform lines"
deformation_loops:"(rig only) even quad bands at every deforming joint"
uv: "packed, no unintended overlap, texel density within +/-10%"
pbr_set: "matches contract channels (albedo/ORM/normal/emissive)"
transform: "scale=1, rot=0 applied; 1u=1m; pivot at contract origin"
export: "correct axis preset; imports clean in target engine; no Cycles-only nodes"
provenance: "C2PA signature/sidecar present + valid"
verdict: pass | revise(send back to garland with notes) | reject
Template: text-to-3D base-mesh job (organic)
type: ASSET_JOB
target_squad: garland
model_type: rig
brief: "Hollow King boss โ base mesh from concept, then retopo to deformable cage"
pipeline: [ "image_to_3d (Rodin/Meshy) -> base mesh", "decimate/remesh", "retopo to quad cage", "bake normals", "UV + PBR", "deformation loops at joints" ]
budget: { tris_lod0: 90000, lods: 4 }
handoff: "deformation-ready mesh -> The Choreographer rig spec (game-rigging-and-animation-pipeline)"
provenance_required: true
acceptance: [ mesh-topology-budget, rig-quality ]
Constraints
- The crown directs geometry; it never models or drives Blender. Every 3D asset โ
ASSET_JOB (model_type: mesh|rig) to garland; execution is blender-model /
blender-rig on the existing blender-mcp backend.
- Every 3D
ASSET_JOB carries provenance_required: true; garland C2PA-signs
(sidecar for binary meshes) and the asset passes ai-content-provenance (HITL)
before ship. No new venom/gate โ game.unsigned_genai_asset already covers it.
- Every returned mesh is checked against
mesh-topology-budget (no n-gons on
deformers, LOD ladder present, UVs packed, transforms identity, export validates).
- Skinned characters additionally carry deformation-ready topology and pass
rig-quality (hand to The Choreographer โ game-rigging-and-animation-pipeline).
- Budgets split per platform tier (cross-ref
game-perf-budget); the headline poly
ceiling and style remain The Artisan's (game-art-and-audio-direction).
- AI/sculpt output is always a base mesh, retopologized to budget before it ships.
- Reference boards are links, never embedded generated images or meshes.