---
id: wiki-2026-0508-에셋-재사용-asset-reuse
title: 에셋 재사용(Asset Reuse)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Asset Reuse, Asset Library, 모듈러 에셋]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [gamedev, assets, pipeline, modularity, optimization]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: gamedev
  framework: unity-unreal-godot
---

# 에셋 재사용(Asset Reuse)

## 매 한 줄
> **"매 한 번 만든 에셋은 100번 사용된다"**. 게임/콘텐츠 production 의 cost curve 를 평탄화하는 매 가장 강력한 lever — modular kit, prefab variant, material instance, atlas/trim sheet 의 조합으로 art budget 을 5-10x 확장할 수 있다. 2026 의 AI gen pipeline 도 결국 reusable seed asset 으로 수렴.

## 매 핵심

### 매 reuse 의 layer
- **Geometry**: kitbash, modular wall, trim sheet, tileable mesh.
- **Material**: master material + parameter, layered shader, texture atlas.
- **Animation**: shared rig, retargeting, additive layer, montage.
- **Audio**: oneshot pool, granular synth, randomized variation.
- **VFX**: parameterized particle template, shader-based effect.

### 매 modular kit 원칙
- **Grid snap**: 1m / 2m / 4m 의 standard pivot.
- **Trim sheet UV**: shared 2K texture 로 100+ pieces.
- **Material slot consistency**: 같은 master material + param.
- **Naming**: `SM_Wall_2m_A`, `M_StoneBrick_Inst_Mossy`.

### 매 응용
1. Open-world building 의 modular architecture.
2. Character outfit 의 mix-and-match layered system.
3. AI image gen 의 character LoRA + style LoRA 의 조합.

## 💻 패턴

### Trim sheet UV layout
```
2048×2048 trim sheet
├─ 0.0–0.25 v: stone trim
├─ 0.25–0.5 v: wood trim
├─ 0.5–0.75 v: metal trim
└─ 0.75–1.0 v: tileable wall
→ 50+ pieces share 1 texture, 1 draw call
```

### Unreal Material Instance
```cpp
// Master Material exposes parameters
ScalarParameter "Roughness" default 0.5
VectorParameter "BaseColorTint" default (1,1,1,1)
TextureParameter "BaseColorMap" default T_Default

// Instance overrides only what differs
MI_Stone_Mossy:
  BaseColorTint = (0.7, 0.9, 0.6, 1)
  Roughness = 0.8
  BaseColorMap = T_Stone_Albedo
```

### Unity Prefab Variant
```csharp
// Base Prefab: Building_Module_Wall.prefab
// Variant: Building_Module_Wall_Window.prefab
//   - Inherits all components
//   - Overrides: adds WindowFrame child
//   - Overrides: Material slot 1 = M_Glass

// Code-side: spawn variant
var wall = PrefabUtility.InstantiatePrefab(wallVariant) as GameObject;
```

### GPU instancing
```glsl
// vertex shader — per-instance transform
layout(location = 5) in mat4 instanceMatrix;
layout(location = 9) in vec4 instanceColor;

void main() {
    gl_Position = projection * view * instanceMatrix * vec4(aPos, 1.0);
    vColor = instanceColor;
}
// → 10000 trees, 1 draw call
```

### Sprite atlas (2D)
```json
{
  "frames": {
    "hero_idle_0": { "frame": {"x":0,"y":0,"w":64,"h":64} },
    "hero_idle_1": { "frame": {"x":64,"y":0,"w":64,"h":64} },
    "hero_run_0":  { "frame": {"x":0,"y":64,"w":64,"h":64} }
  },
  "meta": { "image": "hero.png", "size": {"w":1024,"h":1024} }
}
```

### Animation retargeting
```python
# Maya / Blender — retarget Mixamo to custom rig
source_rig = "Mixamo_Y_Bot"
target_rig = "MyHero_Skeleton"

bone_map = {
    "mixamorig:Hips": "pelvis",
    "mixamorig:Spine": "spine_01",
    "mixamorig:LeftArm": "upperarm_l",
    # ...
}
retarget(source_rig, target_rig, bone_map, anim_clip)
# 1 anim → N characters
```

### AI gen 의 seed reuse
```python
# Stable Diffusion / FLUX — same character LoRA, vary scene
from diffusers import FluxPipeline
pipe = FluxPipeline.from_pretrained("black-forest-labs/FLUX.1-dev")
pipe.load_lora_weights("./hero_lora.safetensors")

scenes = ["forest at dusk", "neon alley", "snowy peak"]
for s in scenes:
    img = pipe(f"hero character, {s}", generator=torch.Generator().manual_seed(42)).images[0]
# → consistent character across scenes
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 같은 mesh, 다른 material | Material Instance |
| 같은 mesh, 다른 transform | GPU Instancing |
| 비슷한 변형 prefab | Prefab Variant |
| 50+ small textures | Atlas / Trim sheet |
| character anim library | Retarget shared lib |
| AI generated assets | LoRA + seed lock |

**기본값**: master material + instance, modular grid kit, shared atlas.

## 🔗 Graph
- 부모: [[Asset Pipeline]] · [[Game Optimization]]
- 변형: [[Modular Asset Design]] · [[Procedural Generation]]
- 응용: [[Open World Architecture]] · [[Live Service Content]]
- Adjacent: [[GPU Instancing]] · [[Atlas Packing]] · [[LoRA Fine-tuning]]

## 🤖 LLM 활용
**언제**: kit naming convention 작성, material parameter schema, prefab variant tree planning, asset audit checklist.
**언제 X**: hero asset 의 unique sculpt — handcraft 가 정답.

## ❌ 안티패턴
- **Copy-paste duplication**: 매 새 변형마다 mesh duplicate — texture memory blowup.
- **No naming convention**: `wall_01_final_FINAL_v3.fbx` 의 chaos.
- **Atlas without padding**: bleeding artifact at mip levels.
- **Over-modularity**: 0.5m grid 의 piece 가 너무 많아 매 build cost 증가.

## 🧪 검증 / 중복
- Verified (Unreal Engine 5.4 docs, Unity 6 manual, GDC asset pipeline talks 2024-2025).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — modular asset reuse 의 production patterns. |
