Individual skill
3d-asset-production
Use this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. It covers requirements, topology repair, scale and axes, UVs, PBR baking, LODs, static and skeletal readiness, rig handoff, optimization, glTF/USD/FBX delivery, validation, QA, and rights/provenance. Do not use it for provider-specific generation prompts, full scene/world building, mocap operation, or exact CAD/manufacturing work.
skills/production/3d-craft/3d-asset-production/SKILL.md
Source commit 8c85352d5d75d4dcbe58480bd138e37b9742bab1
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- Last checked
- Nov 6, 2026
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- Repository stars (not skill ratings)
- 238
- Repository last updated
- Jul 14, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
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# 3D Asset Production
This skill is for finishing an asset so another artist, engine, viewer, marketplace, configurator, game, AR app, or renderer can actually use it. The input may be generated mesh output, photogrammetry, NeRF/GSplat-derived mesh, scan cleanup, sculpt, CAD-derived polygon export, hand-modeled geometry, or a kitbashed draft. The output is a documented, validated asset package with predictable geometry, scale, materials, texture maps, LODs when needed, and provenance.
Use it when the user asks for asset prep, retopology, cleanup, optimization, baking, UVs, PBR textures, LODs, rig handoff, static mesh delivery, skeletal mesh readiness, game-ready assets, web-ready assets, GLB/glTF/USD/FBX export, DCC-to-engine delivery, or QA of a 3D model.
Do not use it for:
- Choosing or prompting a specific 3D generation provider.
- Building a whole environment, shot, level, or composed scene.
- Running motion-capture sessions or solving mocap performances.
- Exact CAD, toleranced manufacturing, BIM compliance, or simulation-grade engineering geometry.
- Character performance direction, although this skill can prepare a mesh for rigging or animation handoff.