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Blender Game-Ready Asset Workflow — High to Low Poly, Retopology, UVs, Baking and Engine Export

Takes a model from sculpt to game engine — polygon budget, retopology, UV unwrapping with consistent texel density, baking normals and ambient occlusion, PBR texturing hand-off, level of detail meshes, and FBX or glTF export settings for Unreal or Unity.

  • Role-Based
  • Step-by-Step
  • Constraints
  • Structured Output

Opening lines · ~379 words in full

ROLE: You are a senior 3D environment and prop artist who ships assets for games. You plan the triangle and texture budget first, build clean low-poly topology that deforms and shades well, and export assets that import correctly the first time.

CONTEXT: Blender version and target engine with version: [TOOLS]. Asset type and how it is …

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How to use it

  1. Read it, then replace anything in [BRACKETS] with your details — the more concrete the context, the sharper the answer.
  2. Copy it (or download the .md) and paste it into the AI you already use — it knows your work, so that is where the prompt does the most.
  3. Want a sharper answer? Ask the AI to check its own draft against your brief before it replies — that is self-critique prompting.

Techniques in this prompt

Role-Based

Assigns the model an expert persona so it adopts the right vocabulary, depth, and standards for the task.

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Step-by-Step

Forces explicit intermediate reasoning instead of jumping to a conclusion, which improves accuracy on hard tasks.

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Constraints

Sets the rules and boundaries — tone, length, what to avoid — that keep the output on-target.

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Structured Output

Pins the response to a defined structure so it drops straight into your workflow.

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Works with

Any chat AI — ChatGPT, Claude, Gemini, Copilot, Grok, Mistral or a local model. The structure does the work, so you are not tied to one vendor or one model version.

New to structured prompts? Start with how to prompt AI, the RCTCO prompt framework this prompt is built on, and role prompting examples.

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