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 MonumentalSystems/Atlas-Agent-Teams --skill modelinggit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/modeling)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/modeling"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/modeling/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/monumentalsystems/atlas-agent-teams/modeling"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/modeling.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 | $0.00013 | $0.01556 |
| Opus 5 | $0.00006 | $0.00778 |
| Sonnet 5 | $0.00003 | $0.00311 |
| Haiku 4.5 | $0.00001 | $0.00156 |
Grade A, and why
modeling 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 9d 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 — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Modeling
3D Modeling Fundamentals
Geometry Basics
- Vertices: Points in 3D space (x, y, z coordinates)
- Edges: Lines connecting vertices
- Faces: Surfaces formed by edges (triangles, quads, n-gons)
- Normals: Direction a face is pointing
- Topology: Arrangement and flow of geometry
Modeling Workflows
- Box Modeling: Starting with primitives and refining
- Sculpting: Digital sculpting for organic forms
- NURBS Modeling: Mathematical curves and surfaces
- Procedural Modeling: Algorithmic generation of geometry
- Photogrammetry: Creating models from photos
Coordinate Systems
- World Space: Global coordinate system
- Local Space: Object's own coordinate system
- View Space: Camera-relative coordinates
- Screen Space: 2D screen coordinates
Hard Surface vs Organic Modeling
Hard Surface Modeling
- Characteristics: Man-made objects, sharp edges, precise shapes
- Techniques: Boolean operations, bevels, chamfers, inset
- Tools: Edge loops, bevel modifier, boolean modifier
- Applications: Vehicles, weapons, architecture, props
- Best Practices: Maintain quads, avoid n-gons, use supporting edges
Organic Modeling
- Characteristics: Natural forms, flowing shapes, soft edges
- Techniques: Sculpting, retopology, edge flow following anatomy
- Tools: Sculpt brushes, dynamesh, remesh, smooth
- Applications: Characters, creatures, plants, organic environments
- Best Practices: Follow anatomical structure, maintain edge flow for deformation
Subdivision Modeling Techniques
Subdivision Surfaces
- Catmull-Clark: Standard subdivision algorithm
- Loop Subdivision: Alternative subdivision method
- Smooth Shading: Smooths surface normals
- Creases: Sharp edges on subdivision surfaces
- Edge Weighting: Control subdivision strength per edge
Edge Flow
- Edge Loops: Continuous rings of edges
- Supporting Edges: Edges that define shape and prevent pinching
- Poles: Vertices with 3, 5, or more edges
- Pole Placement: Strategic placement for deformation
- Topology Flow: Following natural forms and deformation paths
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.
- 9d ago First seen · 163 lines · 13 tokens per session scan A f7708094d561
modeling is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 28d ago), licensed MIT. It adds 13 tokens to every session and 1,556 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 2026-08-30.
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