high-precision-3d-web-optimize

Optimize high-precision .glb/.gltf models for Web 3D and digital twin delivery. Use when preparing Three.js or Babylon.js assets that need UV-safe simplification, texture compression, Draco compression, LOD generation, manifest outputs, and browser-friendly loading performance without breaking UVs, materials, or texture appearance. Avoid destructive remesh or re-topology unless the user explicitly requests editable low-poly assets.

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Install skill "high-precision-3d-web-optimize" with this command: npx skills add neowalker69/high-precision-3d-web-optimize

High-Precision 3D Web Optimize

将高精度 GLB/GLTF 模型优化为适合 Web 3D 与数字孪生平台交付的轻量化资产,重点是 保护 UV、保护材质与贴图表现、降低文件体积与浏览器渲染压力,并输出可直接接入的 LOD 结果

Do this by default

  1. 先判断模型是否属于高精度交付资产,是否存在高面数、高贴图成本或不规则拓扑风险。
  2. 默认保持 workflow UV-safe。
  3. 优先做 geometry / texture optimization,再考虑 retopo。
  4. 生成 optimized.glblod0.glblod1.glblod2.glbmanifest.json
  5. 在 Three.js 或 Babylon.js 中验证加载结果。

Recommended workflow

  1. 检查 model origin、UV risk、topology risk
  2. 清理 invalid / dirty geometry
  3. 执行 UV-safe simplification
  4. 压缩 textures and geometry
  5. 生成 lod0lod1lod2
  6. 写出 manifest.json
  7. 验证 browser loading、Draco 解码与 LOD switching
  8. 根据结果给出 tuning advice

Treat as high-precision optimization candidates when you see

  • messy UVs / UV 混乱
  • noisy surfaces / 表面噪声重
  • baked-looking shadows / 带明显烘焙阴影
  • irregular topology / 拓扑不规则
  • unusually high polygon count / 面数异常高
  • abnormally large .glb size / 文件体积异常大
  • high texture resolution or heavy material stacks / 高分辨率贴图或重材质栈

Avoid by default

  • Voxel Remesh
  • Quad Remesh
  • destructive re-topology that reuses original textures without rebake
  • workflows likely to break UV alignment
  • 无 Bake 的破坏性重拓扑复材质流程

Default outputs

output/
└─ model-name/
   ├─ model-name.optimized.glb
   ├─ model-name.lod0.glb
   ├─ model-name.lod1.glb
   ├─ model-name.lod2.glb
   └─ manifest.json

Default parameters

{
  "lod0": 1.0,
  "lod1": 0.55,
  "lod2": 0.25,
  "textureSize": 2048,
  "geometryCompression": "draco",
  "textureCompression": "webp"
}

Suggested targets

MetricRecommended value
Single model size< 10 MB
Mobile single model size< 5 MB
Single model triangle budget< 100k
Main scene total triangle budget< 2M
First screen load time< 3 s

Troubleshooting

Material looks blurry / 材质变糊

  • raise textureSize,如 1024 -> 2048
  • reduce texture compression strength
  • preserve more geometry in lod0

Model is still too large / 模型仍然太大

  • reduce texture size
  • make lod1 and lod2 more aggressive
  • confirm Draco or Meshopt is enabled
  • split the asset for lazy loading if needed

Model deforms after simplification / 模型变形或破面

  • use a higher simplify ratio
  • clean non-manifold or broken triangles first
  • keep lod0 closer to original geometry

Escalate only when explicitly requested

仅当用户明确需要以下目标时,才切换到 Retopo + UV + Bake:

  • editable low-poly assets / 可编辑低模
  • clean topology / 干净拓扑
  • game-engine editing / 游戏引擎深度编辑
  • re-texturing workflows / 重新贴材质流程

要明确提醒:这是重制流程,不是简单压缩,成本显著更高。

References

  • references/optimize-glb.mjs: automation template for batch optimization, LOD generation, and manifest output;适合自动化处理与批量生成结果。
  • references/threejs-load-lod.js: Three.js loading example for DRACO + LOD integration;适合前端接入与加载代码生成。
  • references/package-template.json: minimal Node project template for running the optimization flow;适合初始化最小可运行工程。

Response template

  1. Decision / 判断:说明该任务应继续走 UV-safe optimization,还是升级到 Retopo + UV + Bake。
  2. Actions / 已执行项:列出 cleanup、simplification、texture compression、LOD generation、manifest output、load validation。
  3. Results / 结果:说明体积变化、几何压缩结果、LOD 输出和 Web loading status。
  4. Risks / 风险:指出 blur、deformation、decode-path issues、loading bottlenecks 等问题。
  5. Next step / 下一步:给出 tuning、splitting、lazy loading 或 engine integration 建议。

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