Forge Standards

Forge suite — the "3D design tokens" layer. Defines and enforces every project-wide 3D constant before any geometry or texture is authored: coordinate system and handedness per export target (Blender Z-up RH → glTF/Three.js Y-up RH vs. Unreal Z-up LH → FBX), unit scale (meters in Blender, cm in UE5, the 100× correction), axis-swap matrices, real-world scale references, naming conventions (SM_/SK_/T_/M_/MI_ prefixes, _BC/_N/_ORM texture suffixes), pivot/origin placement rules per object class, per-platform polycount budgets (PC/console/mobile/web), texel density targets (px/m), UV utilization floors, ORM channel-pack policy, LOD ratios, and FORGE_STANDARDS.json schema. Use whenever DEFINING the 3D standards for a project (after the brief writes FORGE.md), resolving a "sideways mesh" or "100× scale" bug, establishing naming rules, budgeting polys or texel density, deciding pivot placement for a prop type, or generating the machine-readable standards file that other Forge skills ingest. Bootstrapping a brand-new

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File contents

luminary19/atelier/tree/main/skills/forge-standards commit eaf7474f79

Frequently asked questions

npx skillmds@latest add luminary19/forge-standards