make_game_asset
Convert a finished Roxy model into a UE5-ready game asset with low/mid-poly mesh, UVs, baked PBR textures, UCX collision, and FBX export.
Instructions
Turn a finished Roxy model into a UE5-ready game asset: game mesh (low/mid-poly, triangulated, smoothing groups, pivot at bottom centre), UVs at the target texel density, a Cycles bake of EVERY Blender-only effect (Poly Haven projections, procedural recipes, weathering, bevels, small parts) into BaseColor / Normal (DirectX) / ORM (R=AO G=Roughness B=Metallic) PNGs, transparent parts on a separate glass slot, UCX_ collision, and an FBX. Takes 1-4 minutes. Run review_model(objects=['SM_...'], purpose='game') afterwards.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| lods | No | Extra LOD ratios e.g. [0.5, 0.25] (UE5 Nanite usually makes these unnecessary). | |
| mode | No | lowpoly: bevel/subdivision detail and parts smaller than small_part_ratio (screws, rivets) are baked into the normal map. midpoly: keeps bevel geometry (rounder silhouettes, more tris, Nanite-friendly). | lowpoly |
| name | No | Asset name; exported as SM_<name> with T_<name>_BC/_N/_ORM textures. | |
| objects | No | The (high-poly) parts of ONE asset. Default: selection / all geometry. | |
| collision | No | UCX_ collision: convex hull per large part (default), one hull, or none. | convex_parts |
| export_dir | No | Output folder (default ~/Documents/RoxyGameAssets/SM_<name>). | |
| max_texture | No | ||
| target_tris | No | Decimate the game mesh down to about this many triangles. | |
| texture_size | No | Force the texture size (512-4096) instead of deriving it. | |
| texel_density | No | Pixels per metre (UE5 PC standard 1024 = 10.24 px/cm). | |
| small_part_ratio | No |