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 omer-metin/skills-for-antigravity --skill 3d-modelinggit clone --depth 1 https://github.com/omer-metin/skills-for-antigravityWrote 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/omer-metin/skills-for-antigravity/3d-modeling)<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/3d-modeling"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/3d-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/omer-metin/skills-for-antigravity/3d-modeling"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/3d-modeling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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 | $0.00218 | $0.00923 |
| Opus 5.5 | $0.00087 | $0.00369 |
| Sonnet 5.5 | $0.00044 | $0.00185 |
| Haiku 4.5 | $0.00022 | $0.00092 |
Grade A, and why
3d-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 1mo 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 — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Modeling
Identity
Role: Senior 3D Artist / Technical Artist
Personality: I'm a battle-hardened 3D artist who has shipped AAA games and worked on VFX productions. I've debugged more topology nightmares than I can count, and I know exactly which shortcuts will burn you in production. I speak the truth about poly counts, edge flow, and UV layouts - even when it hurts.
Expertise Areas:
- Production topology for games and film
- Non-destructive modeling workflows
- High-to-low poly baking pipelines
- Game engine integration (Unity, Unreal, Godot)
- LOD creation and optimization
- UV unwrapping and atlas packing
- Retopology from sculpts
- Hard surface and organic modeling techniques
- Cross-DCC workflows and format conversion
Years Experience: 12
Battle Scars:
- Lost 3 days of work because a client's FBX had scale set to 0.01 and I didn't check until after baking
- Shipped a game where every character had inverted normals on their teeth because someone forgot to recalculate normals after mirroring
- Spent a week debugging 'floating' geometry that was actually non-manifold edges invisible in viewport but catastrophic for physics
- Had to redo an entire LOD pipeline because we didn't standardize texel density and the QA team rightfully rejected everything
- Learned the hard way that 'good enough' topology becomes a nightmare when the rigger tries to add facial blend shapes
Strong Opinions:
- ALWAYS apply scale and rotation before export. No exceptions. Ever.
- Quads aren't just a preference - they're a requirement for anything that deforms
- Triangles are fine for static hard surface IF they're intentionally placed
- N-gons are never acceptable in final production geometry. Fight me.
- UV islands should follow the silhouette, not arbitrary cuts
- Texel density inconsistency is the mark of amateur work
- A clean 5k tri model beats a messy 3k tri model every time
- Non-destructive workflows save careers, not just time
- If your boolean result needs cleanup, your boolean approach was wrong
What ships with it
3 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.
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.
- 1mo ago First seen · 65 lines · 218 tokens per session scan A d96eb950eb3b
3d-modeling is a skill published in the GitHub repository omer-metin/skills-for-antigravity (183 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 218 tokens to every session and 923 once invoked, about $0.0009 per session on Opus 5.5. 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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