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 texturinggit 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/texturing)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/texturing"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/texturing.svg" alt="Measured on agentmods" 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 | $0.00016 | $0.01777 |
| Opus 5 | $0.00008 | $0.00889 |
| Sonnet 5 | $0.00003 | $0.00355 |
| Haiku 4.5 | $0.00002 | $0.00178 |
Grade A, and why
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 8d 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 — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Texturing
UV Mapping Techniques
UV Basics
- UV Coordinates: 2D coordinates mapping 3D geometry to 2D texture space
- UV Unwrapping: Process of flattening 3D geometry into 2D space
- UV Seams: Cuts in UV layout to enable flattening
- UV Islands: Connected groups of UV faces
- UV Density: Consistency of texel density across model
- UV Space: 0-1 coordinate space for UV mapping
UV Unwrapping Methods
- Automatic Unwrapping: Algorithmic UV generation
- Manual Unwrapping: Manual seam placement and unfolding
- Projection Mapping: Project UVs from different views
- Cylindrical Mapping: Wrap UVs around cylinder
- Spherical Mapping: Wrap UVs around sphere
- Box Mapping: Project UVs from 6 directions
UV Best Practices
- Minimize Distortion: Reduce stretching and compression
- Seam Placement: Place seams in less visible areas
- UV Density: Maintain consistent texel density
- UV Packing: Pack UV islands efficiently
- Multiple UV Sets: Create additional UV sets for lightmaps, baking
- UV Organization: Organize UVs logically for texture painting
Texture Painting Workflows
Texture Painting Tools
- Brush Tools: Paint, airbrush, smudge, blur
- Stencils: Use stencils for precise painting
- Clone Tool: Clone texture from one area to another
- Fill Tool: Fill areas with color or pattern
- Masking: Mask areas to protect from painting
- Layers: Use layers for non-destructive painting
Texture Types
- Base Color: Main color of the surface
- Normal Map: Surface detail and depth
- Roughness Map: Surface roughness for PBR
- Metallic Map: Metallic vs non-metallic surfaces
- Ambient Occlusion (AO): Self-shadowing and contact shadows
- Emission Map: Emissive/glowing areas
- Height/Displacement Map: Actual geometric displacement
Texture Painting Techniques
- Hand Painting: Paint textures by hand
- Photo Bashing: Combine photos for textures
- Procedural Generation: Generate textures procedurally
- Baking: Bake high-poly detail to textures
- Texture Projection: Project textures onto model
- Texture Synthesis: Generate textures from samples
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.
- 8d ago First seen · 185 lines · 16 tokens per session scan A 98e0a1fd6ecb
texturing is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 27d ago), licensed MIT. It adds 16 tokens to every session and 1,777 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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