Tools / Artist tool
Artist Asset Validation Tool
A small validation workflow that turns export failures into actionable feedback before assets reach the engine.
Python · Blender API · JSON · Unity Editor
Why the tool exists
An export button that only says ?failed? shifts the debugging cost to the next person in the pipeline. This case study tests whether a tool page can explain the workflow change, not just display a code sample.
def validate_asset(asset):
issues = []
issues += check_transforms(asset)
issues += check_material_slots(asset)
issues += check_texture_budget(asset)
return ValidationReport(asset.name, issues)Case study
Artist / user workflow
After
- Select one asset or a folder.
- Run checks with the same rules used by the engine importer.
- Open the report at the failing rule, with a suggested fix.
- Export only after the report is clean or an explicit exception is recorded.
Case study
Old workflow / before
Before
Artists exported a file, waited for an import, opened the engine, found the first visible symptom, and then searched through logs or asked a technical artist to reproduce the problem.
Case study
Artist interaction
The report is organized by artist action: transforms, materials, textures, naming, and delivery. It avoids implementation vocabulary when the artist only needs a fix, while keeping a technical detail section available for escalation.
Case study
Pipeline position
The tool sits between DCC authoring and engine import. It is intentionally not the source of truth for project rules; it consumes the same versioned validation data used by the importer.
Case study
Results / impact
The useful outcome is a smaller handoff gap: a failed asset carries its own diagnosis instead of becoming an ambiguous ticket.