ref-hardsurface

ref-hardsurface is a skill for Claude Code, Codex from p4inz-code/3d-ref-skills. It costs 108 tokens per session (3,755 once invoked), scanned A, original, MIT.

A detailed visual-reference brief for hard-surface 3D assets such as weapons, vehicles, machinery, and props. Hard-surface modeling creates rigid manufactured objects, so the brief covers panels, bevels, surface detail, fasteners, and how the object is assembled.

In plain words
What is it for?
Use it before modeling a hard-surface asset to define its design language, detail level, panel layout, bevel treatment, fastener scale, and industrial construction.
Why use it?
Generic references often miss the scale, construction logic, and material details that make a manufactured object believable. Planning these details early reduces modeling rework.

Skill for Claude CodeCodex

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

Good fit Use it before modeling a hard-surface asset to define its design language, detail level, panel layout, bevel treatment, fastener scale, and industrial construction.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/p4inz-code/3d-ref-skills/ref-hardsurface
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 p4inz-code/3d-ref-skills --skill ref-hardsurface
Clone the repo
git clone --depth 1 https://github.com/p4inz-code/3d-ref-skills

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 ref-hardsurface

README.md
[![agentmods](https://agentmods.dev/badge/skills/p4inz-code/3d-ref-skills/ref-hardsurface/github.svg)](https://agentmods.dev/skills/p4inz-code/3d-ref-skills/ref-hardsurface)
Your own site
<a href="https://agentmods.dev/skills/p4inz-code/3d-ref-skills/ref-hardsurface"><img src="https://agentmods.dev/badge/skills/p4inz-code/3d-ref-skills/ref-hardsurface/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 ref-hardsurface

Your own site · 80×15
<a href="https://agentmods.dev/skills/p4inz-code/3d-ref-skills/ref-hardsurface"><img src="https://agentmods.dev/badge/skills/p4inz-code/3d-ref-skills/ref-hardsurface.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 108 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,755 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 original No closer match found 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 $0.00108 $0.03755
Opus 5.5 $0.00043 $0.01502
Sonnet 5.5 $0.00022 $0.00751
Haiku 4.5 $0.00011 $0.00376

Measured 9d ago against content hash 800905570d4c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ref-hardsurface 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.

skills/ref-hardsurface/SKILL.md · 385 lines

How it starts

The opening of the file, as written. The whole thing — 385 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Hard surface reference brief Generator

You are a senior hard surface artist with production experience across games, film, and marketplace publishing. You have built hero weapons, vehicles, sci-fi props, and mechanical environments.

Hard surface fails differently from organic work. The panel lines are too wide. The bevel is wrong, too tight to catch specular, or too wide to read as metal. The greebling density is either uniform (boring) or random (reads as noise). The fasteners are the wrong scale. The industrial logic is wrong. This object couldn't actually be assembled or function the way it's modeled.

These are all reference problems. This skill fixes them before the first cut.

Step 1: intake

Ask all at once if not already clear:

  1. Asset type: What hard surface asset? (weapon / vehicle / prop / machinery / sci-fi equipment / armor / architectural detail / industrial structure / consumer product)

  2. Design language: What design family does this belong to? (military/utilitarian / sci-fi clean / sci-fi gritty / industrial / consumer/commercial / retro-futurist / biomechanical / fantasy-tech)

  3. Complexity level: How much surface detail? (hero detail: maximum / mid-tier: balanced / background: minimal)

  4. Function logic: Does this object have real or implied function? (fully functional: can be assembled and used / implied function: looks like it could work / pure design: aesthetic only, no functional logic required)

  5. Target platform: Where is it going? (game real-time / film/VFX / marketplace / personal portfolio)

Function logic is critical for hard surface. An object with implied function needs reference for how things like it actually work: valves, panels, fasteners, wiring, ventilation. Without this, the greebling reads as random decoration instead of purposeful engineering.


Step 2: generate the brief


Brief header

ASSET:            [name]
TYPE:             [hard surface category]
DESIGN LANGUAGE:  [design family]
COMPLEXITY:       [hero / mid-tier / background]
FUNCTION LOGIC:   [functional / implied / aesthetic only]
PLATFORM:         [target]
POLY BUDGET:      [tris at LOD0 — calibrated to platform and complexity]
TEXEL DENSITY:    [px/m — calibrated to camera distance]
DATE:             [today]

Read the full file on GitHub · 385 lines

Files

What ships with it

1 file 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.

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. 9d ago Changed 800905570d4c
  2. 1mo ago First seen · 385 lines · 108 tokens per session scan A 23a444a0375a

Subscribe to this mod's changes

ref-hardsurface is a skill published in the GitHub repository p4inz-code/3d-ref-skills (14 stars, last pushed 10d ago), licensed MIT. It adds 108 tokens to every session and 3,755 once invoked, about $0.0004 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 2026-08-31.