substance-3d-texturing

substance-3d-texturing is a skill for Claude Code, Codex from Kevin-Liu-01/Agent-Machines. It costs 119 tokens per session (3,994 once invoked), scanned A, a copy of substance-3d-texturing, MIT.

A workflow guide for creating physically based textures in Adobe Substance 3D Painter and exporting them for web or real-time 3D engines.

In plain words
What is it for?
Use it to author PBR materials, export glTF or engine-ready texture maps, automate batch exports with Python, and optimize assets.
Why use it?
It organizes material creation, texture export, compression, and automation so 3D assets render correctly and efficiently.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to author PBR materials, export glTF or engine-ready texture maps, automate batch exports with Python, and optimize assets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevin-liu-01/agent-machines/substance-3d-texturing
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 Kevin-Liu-01/Agent-Machines --skill substance-3d-texturing
Clone the repo
git clone --depth 1 https://github.com/Kevin-Liu-01/Agent-Machines

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 substance-3d-texturing

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/substance-3d-texturing/github.svg)](https://agentmods.dev/skills/kevin-liu-01/agent-machines/substance-3d-texturing)
Your own site
<a href="https://agentmods.dev/skills/kevin-liu-01/agent-machines/substance-3d-texturing"><img src="https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/substance-3d-texturing/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 substance-3d-texturing

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevin-liu-01/agent-machines/substance-3d-texturing"><img src="https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/substance-3d-texturing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 119 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,994 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 100% copy Near-identical to another mod 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 $0.00119 $0.03994
Opus 5 $0.00060 $0.01997
Sonnet 5 $0.00024 $0.00799
Haiku 4.5 $0.00012 $0.00399

Measured 7d ago against content hash 89c052fdb27d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

substance-3d-texturing 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.

Origin

This is a copy

100% identical to substance-3d-texturing — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

knowledge/skills/substance-3d-texturing/SKILL.md · 507 lines

How it starts

The opening of the file, as written. The whole thing — 507 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Substance 3D Texturing

Overview

Master PBR (Physically Based Rendering) texture creation and export workflows for web and real-time engines. This skill covers Substance 3D Painter workflows from material creation through web-optimized texture export, with Python automation for batch processing and integration with WebGL/WebGPU engines.

Key capabilities:

  • PBR material authoring (metallic/roughness workflow)
  • Web-optimized texture export (glTF, Three.js, Babylon.js)
  • Python API automation for batch export
  • Texture compression and optimization for real-time rendering

Core Concepts

PBR Workflow

Substance 3D Painter uses the metallic/roughness PBR workflow with these core channels:

Base Texture Maps:

  • baseColor (Albedo) - RGB diffuse color, no lighting information
  • normal - RGB normal map (tangent space)
  • metallic - Grayscale metalness (0 = dielectric, 1 = metal)
  • roughness - Grayscale surface roughness (0 = smooth/glossy, 1 = rough/matte)

Additional Maps:

  • ambientOcclusion (AO) - Grayscale cavity/occlusion
  • height - Grayscale displacement/height
  • emissive - RGB self-illumination
  • opacity - Grayscale transparency

Export Presets

Substance 3D Painter includes built-in export presets for common engines:

  • PBR Metallic Roughness - Standard glTF/WebGL format
  • Unity HDRP/URP - Unity pipelines
  • Unreal Engine - UE4/UE5 format
  • Arnold (AiStandard) - Renderer-specific

For web engines, PBR Metallic Roughness is the universal standard.

Texture Resolution

Common resolutions for web (powers of 2):

  • 512×512 - Low detail props, mobile
  • 1024×1024 - Standard props, characters
  • 2048×2048 - Hero assets, close-ups
  • 4096×4096 - Showcase quality (use sparingly)

Web optimization rule: Start at 1024×1024, scale up only when texture detail is visible.

Common Patterns

1. Basic Web Export (Three.js/Babylon.js)

Manual export workflow for single texture set:

Steps:

  1. File → Export Textures
  2. Select preset: "PBR Metallic Roughness"
  3. Configure export:
    • Output directory: Choose target folder
    • File format: PNG (8-bit) for web
    • Padding: "Infinite" (prevents seams)
    • Resolution: 1024×1024 (adjust per asset)
  4. Export

Read the full file on GitHub · 507 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. 7d ago First seen · 507 lines · 119 tokens per session scan A 89c052fdb27d

Subscribe to this mod's changes

substance-3d-texturing is a skill published in the GitHub repository Kevin-Liu-01/Agent-Machines (29 stars, last pushed yesterday), licensed MIT. It adds 119 tokens to every session and 3,994 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to substance-3d-texturing, differing in 0 lines, and is treated as a copy.

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