Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when…
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog…
Use this skill whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API. Triggers on any task involving: finding free low-poly 3D models, searching the Poly Pizza catalogue, fetching model metadata or download URLs, retrieving popular models, or downloading…
Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.
Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.
Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.
Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
Use when editing the Tiny World Builder repo, especially tiny-world-builder.html, to preserve the single-file Three.js r128 app structure and local edit/reload workflow.
Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.