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.
npx skills add jeremylongworth-source/AgentSkills --skill game-3d-model-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/skills/jeremylongworth-source/agentskills/game-3d-model-design)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-model-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-model-design/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/skills/jeremylongworth-source/agentskills/game-3d-model-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-model-design.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 | $0.00074 | $0.00641 |
| Opus 5 | $0.00037 | $0.00320 |
| Sonnet 5 | $0.00015 | $0.00128 |
| Haiku 4.5 | $0.00007 | $0.00064 |
Grade A, and why
game-3d-model-design 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 7d 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 — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game 3D Model Design
Core Workflow
- Identify the model purpose, target engine, camera distance, animation/deformation needs, platform budget, and art style.
- Start with silhouette and primary forms before topology detail. The model should read in untextured clay or flat color.
- Choose a modeling route: direct low-poly, high-poly to retopo, sculpt to retopo, CAD/scan cleanup, kitbash cleanup, or procedural base plus manual finish.
- Build topology to support the next task: shading, UVs, baking, rigging, deformation, destruction, customization, or modular reuse.
- UV with visible seams, texel density, texture reuse, baking needs, and material boundaries in mind.
- Validate normals, smoothing, triangulation, scale, transforms, nonmanifold geometry, hidden faces, overlapping surfaces, and export/import behavior.
Modeling Priorities
- Silhouette: spend geometry where outline changes matter at the gameplay camera distance.
- Topology: use clean loops for deformation areas, controlled support edges for hard surfaces, and avoid long thin triangles where they cause shading or lighting artifacts.
- Retopology: rebuild high-density sculpt, scan, or CAD geometry into an optimized low-poly mesh when the source is not suitable for real-time use.
- UVs: minimize stretching, keep texel density intentional, split islands along logical seams, and avoid overlap unless mirrored/stacked UVs are intended.
- Normals and baking: decide where detail belongs in geometry, normal maps, trim sheets, decals, or material noise.
- Deformation: place loops around shoulders, elbows, knees, jaw, mouth, eyes, fingers, cloth bends, and other articulation zones.
- Cleanup: apply transforms, remove doubles/loose geometry, name objects, freeze/reset as required by the pipeline, and test export.
Review Stance
When reviewing a model, lead with production blockers:
- Broken scale, transforms, orientation, or pivot
- Bad topology for deformation or shading
- Unusable UVs or inconsistent texel density
- Too many materials, objects, bones, or polygons for the target
- Missing collision, LOD, bake, or engine import needs
- Visual design that relies on texture detail instead of readable form
What ships with it
2 files 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.
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.
- 7d ago First seen · 53 lines · 74 tokens per session scan A b25c1ecf6c98
game-3d-model-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 8d ago), licensed MIT. It adds 74 tokens to every session and 641 once invoked, about $0.0004 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 2026-09-03.
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