Version: 1.2.1
Author: Farid Mammadov (Pivot Point)
Location in Blender: 3D Viewport > Sidebar (N-Panel) > G-Ready Tab
G-Ready is a comprehensive toolkit designed by 3D Artist Farid Mammadov to significantly speed up the game asset creation workflow in Blender. It bundles a wide array of tools for:
Edit > Preferences > Add-ons
.Install...
and navigate to the G-Ready_vx.x.x.zip
file.Install Add-on
.The G-Ready panel is organized into several sections, each catering to specific tasks:
Tools to streamline common hard-surface and SubD modeling tasks.
Add Mirror
: Adds a Mirror Modifier (X-Axis, Bisect, Clip).Add Bevel
: Adds a Bevel Modifier (Limit: Weight, Segments: 1).Add SubD
: Adds a Subdivision Surface Modifier (Levels: 2).Add Decimate
: Adds a Decimate Modifier (Mode: Un-Subdivide, Iterations: 2) to selected objects and any other objects sharing the same mesh data.Bevel W
(Slider & Apply): Applies the slider value as Bevel Weight to selected edges.X
(next to Bevel W): Resets Bevel Weight to 0 for selected edges.Crease
(Slider & Apply): Applies the slider value as Crease to selected edges.X
(next to Crease): Resets Crease to 0 for selected edges.Manage modifiers and object properties across multiple selections.
Sync
(UV Sync Icon): Syncs SubD levels of selected objects (and linked-data instances) to match the active object's SubD level.+/- Buttons
: Increases/decreases SubD levels for all selected objects (and linked-data instances).Quickly show/hide modifiers in the viewport. These toggles affect selected objects and any other objects sharing the same mesh data.
Toggle Booleans
: Toggles all Boolean modifiers. Also hides/unhides linked-data-only objects that weren't part of the initial selection.Toggle SubD & Bevel
: Toggles all Subdivision Surface and Bevel modifiers.Toggle Decimate
: Toggles all Decimate modifiers.Toggle Last Boolean
: Toggles only the last Boolean modifier in the stack, provided its operand object matches the last Boolean operand of the active/reference object. Useful for iterating on specific cuts.Tools for manipulating beveled edges.
Bevel Select
: A shortcut for mesh.loop_multi_select
with ring=True
, useful for selecting bevel edge loops.ReBevel
: Unbevels the selected edge chains to a sharp edge, merges the resulting vertices, and then immediately starts Blender's interactive Bevel tool (Shift+Ctrl+B).UnBevel
: Interactively removes the selected unbevel "segment" (the inner edges of a bevel).
Edge Slide
(Checkbox): When enabled, the unbevel operation attempts to slide the outer vertices along their adjacent edges, helping to preserve the surrounding curvature. When disabled, vertices move linearly towards a calculated pivot.Usage for UnBevel/ReBevel: Select the inner edges of a bevel chain (not the outer "rail" edges).
Advanced selection operators.
Threshold Factor
(0 = 0°, 1 = 180°) to control how sharp an angle the selection can turn.Angle Threshold (Degrees)
.Boolean Cleanup
: An interactive tool to help resolve n-gons often created by Boolean operations.Distance Limit
with the mouse (left/right). Vertices from one group (mover) will snap to the closest vertices of the other group (target) if they are within this limit.Mouse Wheel
: Swaps which group is the mover.LMB
: Confirms the merge. Vertices are snapped, and then Merge by Distance
is applied to the affected area.RMB/ESC
: Cancels.Purpose: Quickly set up a material for faked edge highlights using Cycles' Bevel Node. This is useful for high-poly visualizations or bakes where you don't want actual bevel geometry.
Radius
(Slider): Controls the radius of the Bevel Node effect.Apply Bevel Shading
:
city.exr
).Remove Bevel
: Removes the Bevel Node from the materials of selected objects and attempts to reconnect any previous normal inputs.Purpose: Prepare objects for high-to-low poly baking by renaming them according to common conventions (e.g., ObjectName_low
, ObjectName_high
, ObjectName_cage
) and moving them into corresponding collections.
Auto Rename Selected
(Button):
Poly Count
(to determine low/high) and optionally Bounding Box Similarity
and/or Pivot Point Proximity
(controlled by checkboxes and thresholds).Rename Mode
:
Numerical
: Pairs are named 0_low
, 0_high
, 1_low
, 1_high
, etc.High -> Low
: Base name is taken from the identified high-poly object.Low -> High
: Base name is taken from the identified low-poly object._cage
objects to their corresponding final _low
objects.Purpose: A comprehensive baking toolkit supporting various workflows.
Use GPU
(Checkbox): Toggles Cycles device between GPU and CPU.Create Cages
:
Cage Offset
(Shrink/Fatten).Visualize Ray Distance
(Eye Icon next to Max Ray Distance): Creates visualizer objects that show the current Max Ray Distance
setting as a solidify modifier. Updates live. Click again or use Remove Max Ray Distance Visualization
to remove them.Bake Mode
:
High to Low
: Standard selected-to-active baking. Requires selecting _low
suffixed objects. High-polys are found by name (_high
, _high.xxx
).Low Only
: Bakes properties from the object itself (e.g., Ambient Occlusion on the low-poly).Bake Map Type
: Standard Blender bake types (Normal, AO, Combined, etc.).Normal Format
(if Bake Type is Normal): OpenGL (+Y) or DirectX (-Y).Resolution Preset
/ Custom Width/Height
: Output texture size.Anti-Alias Output (Compositor)
: EXPERIMENTAL. Renders the baked image through the Compositor's Anti-Aliasing node. Slower, clears existing Compositor setup.Samples
: Cycles baking samples.Margin (px)
: Pixel margin for the bake.Use Cage Object
/ Extrusion
/ Max Ray Distance
: Standard Blender bake cage settings.Output Directory
: Where to save baked maps (in a "baked_maps" subfolder).Image Format
& Format Options: PNG, JPEG, TIFF, etc., with relevant compression, bit depth, and color mode settings.Bake Selected (Closest Hit)
:
_high
and _high.xxx
meshes for a given _low
object simultaneously onto the _low
object._low
objects being baked to.Matrix Bake
:
_low
/_high
/_cage
trios found in the scene, distributes them in a grid, joins all low-polys into one, all high-polys into one, etc., then bakes these combined meshes.Keep Combined After Bake
: If checked, the temporary combined meshes used for baking are not deleted.Decal Bake (Sequential)
:
_high.xxx
meshes onto a single _low
mesh sequentially, one after another, in numerical order of the suffix (e.g., _high
, then _high.001
, then _high.002
)._high.xxx
meshes, and the user-defined margin for the base _high
mesh.Purpose: Apply vertex colors to selected mesh components using Blender's Vertex Paint operators behind the scenes.
Color Picker
& Apply
: Sets selected vertices to the chosen color.Random
: Applies a unique random color to the selected vertices. Ensures the color is not already present (within tolerance) on other parts of the mesh.Select by Color
: Selects faces with an average vertex color similar to the initially selected face(s). Adjustable Tolerance
in the Redo Last panel.Note: These operators automatically set viewport shading to "Vertex Color" to visualize results.
Purpose: Generate a specified number of Level of Detail (LOD) meshes from selected objects.
Max LOD Level
: Number of LODs to generate (e.g., 3 creates LOD0, LOD1, LOD2, LOD3).Generate LODs
:
BaseName_LOD0
and moved to an "LOD0" collection.The addon is still in development, so some bugs may be present.