Individual skill
3d-high-resolution-textures
Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.
agent-skills/3d/3d-high-resolution-textures/SKILL.md
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# 3D High-Resolution Textures
Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together.
## Choose resolution from the view
Identify hero surfaces, their nearest camera distance, projected pixel coverage, and target render scale. A texture need depends on visible UV coverage: if a surface spans 1200 physical pixels while showing half a tile, a roughly 2400-pixel-wide tile is a useful starting estimate. Inspect the result rather than assigning 4K or 8K to every map.
Use higher resolution for readable close-up albedo/normal details and lower resolution for smooth roughness or distant surfaces when they look equivalent. Match texel density across connected surfaces. Upscaling a small source cannot invent captured detail; obtain a better source or author appropriate procedural detail when necessary.
## Build a coherent PBR material
| Map | Role | Color interpretation |
| --- | --- | --- |