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.
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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.
[](https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/texturer)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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
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.
- 10d ago First seen · 63 lines · 17 tokens per session scan A af8d42d6a586
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.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.