--- name: materials-to-game description: Create or apply material maps and bake a textured high-poly mesh onto a game mesh, with channel, UV and export checks. --- # Materials and game bake-down Identify the requested operation: generate material maps, retexture an existing mesh, or optimize a textured high-poly for a game. These are different tasks. Keep supplied geometry when only a material change was requested. For fal material generation, discover the current Patina/material endpoint and read its schema using the [fal module](../fal-ai-generation/SKILL.md). The chosen material should be evaluated on the intended surface, not only as a preview tile. For mesh retexturing, inspect the chosen service's geometry/UV inputs separately. For a high-to-low workflow: 1. Preserve the textured high-poly source. Choose the target budget from the asset's role, silhouette, camera distance and engine constraints. 2. Decimate or retopologize into a separate low-poly. Inspect thin parts, hard edges and the silhouette. A fixed face count is not suitable for every asset. 3. Unwrap the low-poly, check texel density, seams, overlap and padding. 4. Bake the required detail from source to target. Verify cage/ray distance, transforms and selected-to-active direction before trusting the bake. 5. Identify base color, normal, roughness, metalness and any packed channels. Color maps and data maps need appropriate color-space settings. Check normal orientation in the target renderer; keep packed-channel conventions explicit. 6. Export the low-poly with its maps. Reimport from another directory and check material links, scale, silhouette and texture resolution. Example: a textured brass prop reduced for a distant game camera. Acceptance requires the same readable silhouette and a clean material at the gameplay distance; a smaller file alone is not sufficient. Preserve the source mesh. Dependencies: Blender or the chosen bake tool, supplied geometry/materials, and a provider account only for a requested remote generation.