Individual skill

3d-high-poly-models

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

agent-skills/3d/3d-high-poly-models/SKILL.md

Read pinned source

Source commit 5ea1661a0e05d82b054553daaa6baf6d0233c33c

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 9, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
7,330
Repository last updated
Nov 8, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# 3D High-Poly Models

Build the requested close-up detail into the model, then make it practical to render. Judge realism through silhouette, proportions, material response, and lighting as well as polygon count.

## Establish what the camera needs

Inspect the reference, intended hero angle, closest approach, orbit range, model scale, current mesh, and target hardware. Record the current triangle count and draw calls rather than labeling an asset high-poly from appearance alone. Keep a high-detail source/master when building new geometry so runtime optimization remains reversible.

Separate detail into three scales:

- **Silhouette:** outer contours, root flares, carved edges, folded fabric, roof curvature. Use geometry.
- **Surface form:** bevels, dents, joints, raised seams, deep cracks. Use geometry or justified displacement when the view reveals parallax and shadow shape.
- **Microdetail:** grain, pores, shallow scratches, fiber structure. Use material maps unless the extreme close-up actually resolves geometry.