Asset checks and import rules
- Task
- Models from different people land in a shared library. Geometry, UV and texture errors only show up inside the engine.
- What we did
- Blender measures geometry, transforms and UVs against configurable thresholds. Each issue comes with a code, a BLOCK or WARN level and details. Unreal import runs with explicit settings: colour maps in sRGB, data maps linear, normal maps with their own compression.
- How we check it
- We run models with known defects and compare the report: which codes, which level, enough detail to fix it.
Studio project, data hidden