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3d-asset-generation Checked

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas…
⚡ Productivity skills By calesthio Version v1.0.0 Added 2026-09-07 Updated 2026-09-07 Source ↗
8.6Overall rating
2Views
5Downloads
56.5kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "3d-asset-generation" skill by following the instructions at https://skill123.me/install/3d-asset-generation.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/3d-asset-generation.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 3 KB
📊 Static rating
8.6/10
Trigger
6.0
Structure
8.7
Workflow
9.2
Content
9.0
Engineering
9.0
Security
10.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

3D Asset Generation

Use this skill when a production needs real meshes rather than primitive stand-ins.

It complements threejs-world-generation: that skill owns semantic world planning;

this skill owns how unique and repeated meshes enter the world with provenance.

Documentation

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

3D Asset Generation

Use this skill when a production needs real meshes rather than primitive stand-ins.

It complements threejs-world-generation: that skill owns semantic world planning;

this skill owns how unique and repeated meshes enter the world with provenance.

Route by asset role

| Need | Tool | Model/path | Why |

|---|---|---|---|

| Repeated vegetation, rocks, generic props | threejs_asset_catalog | CC0 Kenney catalog | Free, coherent, instancing-friendly |

| Unique object described in words | atlas_3d | tripo-h3.1/text-to-3d | Direct textured/PBR GLB with seeds and face limit |

| Object matching a concept image | fal_3d | Hunyuan 3D v3.1 Rapid image-to-3D | Better silhouette/style conditioning from one image |

| Several objects extracted from one regional composition | fal_3d | SAM 3D Objects | Individual and combined GLBs plus placement metadata |

| Terrain, composition, lighting, camera, final frames | blender_world | Blender 4.5 LTS / Eevee Next | Scene-level control; generated-asset APIs are not world renderers |

Never ask a text-to-3D model to generate a whole cinematic world in one mesh.

Generate hero objects, use licensed catalogs for high-volume scatter, and assemble

everything in Blender from a semantic specification.

Paid-call discipline

Before every first provider call, state the exact provider, model, operation,

estimated unit cost, and number of requested outputs. Generate one sample before

a batch. As of 2026-08-13:

  • Atlas Tripo H3.1: $0.22 untextured; $0.33 standard textures; $0.44 HD

textures; detailed geometry adds $0.22; quad mesh adds $0.055.

  • fal Hunyuan 3D v3.1 Rapid: $0.225 per generation; PBR adds $0.15.
  • fal SAM 3D Objects: $0.02 per reconstruction.

Pricing changes. Confirm the provider page before quoting or running a batch.

Asset prompt contract

Each request describes one isolated object, not a shot:

1. Name the object and silhouette.

2. Specify construction materials and visible wear.

3. Specify the project's art style and color constraints.

4. State scale and orientation.

5. Exclude ground plane, backdrop, extra objects, labels, and lighting rigs.

For image-to-3D, use a simple background and make the object occupy more than

half the frame. Request PBR only for assets close enough to benefit from it.

Mandatory mesh QA

Do not approve from the provider thumbnail alone. Import the downloaded artifact

into Blender and inspect:

  • front, rear, and silhouette;
  • geometry holes and floating pieces;
  • ground contact, scale, and orientation;
  • UV seams and missing texture slots;
  • base-color, roughness, metallic, and normal response;
  • triangle count and whether the intended camera distance justifies it.
View full documentation

Record provider, model id, prompt, seeds, source page, cost, and output path in

the asset provenance manifest. Failed samples remain failed; do not silently

swap provider or spend on another model.

### Assembly normalization is mandatory

Provider and catalog GLBs rarely share units, origins, or up-axis assumptions.

Never compensate with arbitrary scene-level scale guesses. The Blender assembly

spec declares target_height; the renderer measures the imported bounding box,

normalizes to that target, and offsets the bounding-box floor to the sampled

terrain height. Review the resulting real-world scale and ground contact.

Repeated scatter must declare semantic exclusion_zones around settlements,

roads, rivers, landmark apertures, and hero camera sightlines. Density that

occludes the subject is not production detail. Waterways and paths must use flat

terrain-following ribbons; beveled 3D curves read as pipes from aerial cameras.

Landmarks whose reveal timing matters declare visibility windows in the scene

spec. Camera occlusion remains preferred for natural reveals, but deterministic

visibility keys are the hard guarantee for approved timing.

World fidelity budget

A reference-grade region needs three simultaneous density layers:

  • macro: authored terrain silhouettes, waterways, paths, settlements;
  • meso: hero buildings, bridges, cliffs, canopy clusters, props;
  • micro: ground cover, rocks, flowers, debris, material breakup.

The asset gate must show global, regional, and walk-height Blender stills. A

wide aerial alone can hide broken contacts; a walk shot alone can hide an empty

world. Primitive-only previews must be labeled blockout and cannot pass as a

production-fidelity review.

For a final animation, render a small bounded frame range first and measure the

per-frame time. Choose the full-render resolution from that measurement rather

than intuition, render a numbered PNG sequence, and call blender_world with

resume: true after interruption so it starts at the first missing frame.

Score breakdown

Trigger
6.0
Single-sentence description covering What and providers but no When-Not, trigger phrases, or scenario list.
Structure
8.7
Tight 101-line routing doc plus an agents/openai.yaml interface file; no offload layers needed or present.
Workflow
9.2
Route-by-role table, sample-before-batch cost guard, mandatory QA checklist, provenance manifest and resume-on-interrupt rendering.
Content
9.0
Precise imperative instructions with concrete numbers, dated pricing and clear do/dont rules.
Engineering
9.0
Valid frontmatter; no scripts; no internal path references that could break.
Security
10.0
No scripts, URLs, or secrets; dated pricing transparency; nothing risky.
Outstanding execution design: role-based routing table, paid-call cost announcement, mandatory Blender mesh QA checklist and render budget measurement; weakened by a thin one-line description with no trigger scenarios.