Individual skill

3d-asset-quality

Model what a 3D object is, not merely its outline, and prove quality with geometry-only close-up renders plus a manifest. Use before building, generating, importing, cleaning, reviewing, or signing off on meshes, props, buildings, terrain, environments, levels, dioramas, and set dressing in Blender, game engines, glTF workflows, or image-to-3D tools. Requires functional parts, bevelled light-catching edges, real thickness, and the same standard for every asset.

skills/3d-asset-quality/SKILL.md

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# Model the thing, not its outline

## The rule

> Model what the object is, not what its outline looks like: every asset must show the parts
> that would exist because it functions in the real world — how it is joined, supported,
> opened, carried, loaded, worn or maintained — because those parts are what separate an asset
> from a primitive with a texture. Apply this equally to every asset with no hero/background
> tiering, bevel every edge that catches light, and give every surface real thickness. An asset
> is only finished when it passes this test: rendered close-up at viewer height, a person
> unfamiliar with the project can identify what it is, how it is built, and how it is used —
> from geometry alone, with textures disabled. Anything that still reads as a primitive with a
> texture applied has failed and must be rebuilt, not adjusted. The deliverable is a close-up
> render of every asset plus a manifest, not the asset files — files existing on disk is not