game-3d-model-design

game-3d-model-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 74 tokens per session (641 once invoked), scanned A, original, MIT.

A guide to building and reviewing 3D models for games, including their shapes, surfaces, textures, and mesh structure. It covers both hard-surface objects and organic models, from detailed source models to optimised game versions.

In plain words
What is it for?
Use it for mesh construction, retopology, UV mapping, normal checks, baking, sculpt cleanup, rig preparation, and model export review.
Why use it?
It helps models look correct, shade properly, animate when needed, and stay within a game’s performance limits. It also catches problems that can appear when models are exported into an engine.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it for mesh construction, retopology, UV mapping, normal checks, baking, sculpt cleanup, rig preparation, and model export review.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-3d-model-design
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.

Any agent
npx skills add jeremylongworth-source/AgentSkills --skill game-3d-model-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: 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 game-3d-model-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-model-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-model-design)
Your own site
<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.

agentmods 80×15 button for game-3d-model-design

Your own site · 80×15
<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>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 641 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 $0.00074 $0.00641
Opus 5 $0.00037 $0.00320
Sonnet 5 $0.00015 $0.00128
Haiku 4.5 $0.00007 $0.00064

Measured 7d ago against content hash b25c1ecf6c98, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/game-3d-model-design/SKILL.md · 53 lines

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

  1. Identify the model purpose, target engine, camera distance, animation/deformation needs, platform budget, and art style.
  2. Start with silhouette and primary forms before topology detail. The model should read in untextured clay or flat color.
  3. 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.
  4. Build topology to support the next task: shading, UVs, baking, rigging, deformation, destruction, customization, or modular reuse.
  5. UV with visible seams, texel density, texture reuse, baking needs, and material boundaries in mind.
  6. 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

Read the full file on GitHub · 53 lines

Files

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.

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. 7d ago First seen · 53 lines · 74 tokens per session scan A b25c1ecf6c98

Subscribe to this mod's changes

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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