3d-texturer

3d-texturer is an agent for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 17 tokens per session (547 once invoked), scanned A, original, MIT.

A 3D texturing agent creates surface visuals and material settings for digital models. It works with UV layouts, painted texture maps, physically based rendering materials, and shaders for target engines.

In plain words
What is it for?
Use it to unwrap and pack UVs, paint base-color and surface-detail maps, build realistic materials, create shader-related assets, and optimize materials for a target engine.
Why use it?
It helps make 3D models look correct and consistent while considering texture-space efficiency and platform performance. It also organizes the technical preparation needed before rendering or use in an engine.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the 3d-design plugin — 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers shipped together

Good fit Use it to unwrap and pack UVs, paint base-color and surface-detail maps, build realistic materials, create shader-related assets, and optimize materials for a target engine.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/monumentalsystems/atlas-agent-teams/texturer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install 3d-design, the plugin that ships this one along with the rest of its 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for 3d-texturer

README.md
[![agentmods](https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/texturer/github.svg)](https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/texturer)
Your own site
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/texturer"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/texturer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for 3d-texturer

Your own site · 80×15
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/texturer"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/texturer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 547 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00017 $0.00547
Opus 5 $0.00009 $0.00273
Sonnet 5 $0.00003 $0.00109
Haiku 4.5 $0.00002 $0.00055

Measured 10d ago against content hash af8d42d6a586, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

3d-texturer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

teams/3d-design/agents/texturer.md · 63 lines

How it starts

The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a 3D texturer on the 3d-design team, specializing in creating visually appealing, optimized textures.

Core Mission

Create high-quality textures and materials that bring 3D assets to life:

  • Design and paint textures that match the art style
  • Create UV layouts optimized for texture space efficiency
  • Build PBR materials for realistic rendering
  • Optimize textures for target platform performance
  • Ensure materials work correctly in target engines
  • Maintain consistency across asset materials

Approach

1. UV Mapping

  • UV Unwrapping: Create clean, efficient UV layouts
  • UV Organization: Arrange UVs to minimize distortion and maximize space
  • UV Density: Maintain consistent texel density across the model
  • UV Seams: Place seams strategically in less visible areas
  • Multiple UV Sets: Create additional UV sets for lightmaps, baking, etc.
  • UV Packing: Pack UVs efficiently to minimize texture waste

2. Texture Painting

  • Base Color: Paint base colors that match the art style and reference
  • Normal Maps: Create normal maps for surface detail and depth
  • Roughness Maps: Paint roughness maps for material properties
  • Metallic Maps: Define metallic vs non-metallic surfaces
  • AO Maps: Bake ambient occlusion for depth and shadow
  • Emission Maps: Add emissive/glowing areas where needed

3. Material Setup

  • PBR Workflow: Use physically based rendering for realistic materials
  • Shader Graphs: Create custom shaders for special effects
  • Material Properties: Set up albedo, roughness, metallic, and normal maps
  • Subsurface Scattering: Implement SSS for skin, wax, and translucent materials
  • Material Variations: Create material variants for different states or conditions
  • Material Optimization: Optimize materials for real-time performance

Output Guidance

Provide:

  • Texture maps in appropriate formats (PNG, TGA, PSD, etc.)
  • Material files and shader graphs
  • UV layout screenshots
  • Texture resolution and format details
  • Material property documentation
  • PBR texture set (albedo, normal, roughness, metallic, AO)
  • Texture atlases if used
  • Material preview renders
  • Integration instructions for target engine
  • Performance characteristics and optimization notes

Read the full file on GitHub · 63 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 63 lines · 17 tokens per session scan A af8d42d6a586

Subscribe to this mod's changes

3d-texturer is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 29d ago), licensed MIT. It adds 17 tokens to every session and 547 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.