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 Kevin-Liu-01/Agent-Machines --skill substance-3d-texturinggit clone --depth 1 https://github.com/Kevin-Liu-01/Agent-MachinesWrote 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/kevin-liu-01/agent-machines/substance-3d-texturing)<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.
<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>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 | $0.00119 | $0.03994 |
| Opus 5 | $0.00060 | $0.01997 |
| Sonnet 5 | $0.00024 | $0.00799 |
| Haiku 4.5 | $0.00012 | $0.00399 |
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.
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.
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 informationnormal- 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/occlusionheight- Grayscale displacement/heightemissive- RGB self-illuminationopacity- 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:
- File → Export Textures
- Select preset: "PBR Metallic Roughness"
- Configure export:
- Output directory: Choose target folder
- File format: PNG (8-bit) for web
- Padding: "Infinite" (prevents seams)
- Resolution: 1024×1024 (adjust per asset)
- Export
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 · 507 lines · 119 tokens per session scan A 89c052fdb27d
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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