material-texture-generate

material-texture-generate is a skill for Claude Code, Codex from frabcd/codex-ai-game-studio. It costs 29 tokens per session (447 once invoked), scanned A, original, MIT.

A workflow for generating and checking tileable PBR material sets. PBR means physically based rendering, a way of making surfaces react to light like real materials; a material set contains maps such as color, roughness, and surface direction.

In plain words
What is it for?
Use it to create materials such as stone, metal, or fabric, then validate tiling, map values, channel packing, previews, engine import, and compression.
Why use it?
It helps keep generated textures physically consistent, correctly labeled for color handling, and suitable for the target game engine and shader. It also records the references and process used.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/frabcd/codex-ai-game-studio/material-texture-generate
Any agent
npx skills add frabcd/codex-ai-game-studio --skill material-texture-generate
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

Made for: Claude Code, Codex.

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 material-texture-generate

README.md
[![agentmods](https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/material-texture-generate.svg)](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/material-texture-generate)
Your own site
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/material-texture-generate"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/material-texture-generate.svg" alt="Measured on agentmods" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 447 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00029 $0.00447
Opus 5 $0.00015 $0.00224
Sonnet 5 $0.00006 $0.00089
Haiku 4.5 $0.00003 $0.00045

Measured 5d ago against content hash 6d6880c3ad33, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

material-texture-generate 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 5d 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.

plugins/ai-game-studio/skills/material-texture-generate/SKILL.md · 58 lines

How it starts

The opening of the file, as written. The whole thing — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Material Texture Generate

Outcome

Create coherent material maps whose physical interpretation survives engine import.

Required inputs

  • surface brief and rights-cleared references
  • target shader workflow
  • resolution, texel density, tiling scale, and compression budget

Ask for missing information only when it changes the route materially. Otherwise state conservative assumptions and proceed with read-only analysis.

Workflow

  1. Define material class, real-world scale, lighting assumptions, map channels, color spaces, and packing convention.
  2. Choose a licensed generation route compatible with available hardware.
  3. Generate source maps without replacing existing project textures.
  4. Validate seamless tiling, albedo range, roughness response, normal orientation, height continuity, and channel packing.
  5. Preview on representative geometry under neutral and production lighting, then test engine import and compression.

Expected artifacts

  • material specification
  • source and packed maps
  • sphere and plane previews
  • engine material instance
  • provenance record

Workflow-specific gates

  • Treat base color as color data and linear maps as non-color data.
  • Never infer legal reuse from a reference image being publicly visible.
  • Flag baked lighting, inconsistent scale, edge seams, clipping, and implausible metallic values.

Production completion gate

Before recommending production use, complete and report all seven gates:

  1. Rights, consent, code/model/dataset/output license, and generation-provenance checks.
  2. Technical format, naming, scale, color, metadata, and target-import validation.
  3. Visual and temporal consistency review across representative views and states.
  4. Runtime memory, frame-time, draw-call, streaming, and asset-budget checks.
  5. Playability and interaction smoke tests in the target runtime.
  6. Screenshot, capture, diff, or artifact-regression evidence with reproducible settings.
  7. Human approval before replacing source assets or promoting generated output.

Read the full file on GitHub · 58 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 5d ago First seen · 58 lines · 29 tokens per session scan A 6d6880c3ad33

Subscribe to this mod's changes

material-texture-generate is a skill published in the GitHub repository frabcd/codex-ai-game-studio (9 stars, last pushed 5d ago), licensed MIT. It adds 29 tokens to every session and 447 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 2026-08-31.

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