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 agentmods add skills/p4inz-code/3d-ref-skills/ref-texturenpx skills add p4inz-code/3d-ref-skills --skill ref-texturegit clone --depth 1 https://github.com/p4inz-code/3d-ref-skillsWhat 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 | $0.00097 | $0.04800 |
| Opus 5 | $0.00048 | $0.02400 |
| Sonnet 5 | $0.00019 | $0.00960 |
| Haiku 4.5 | $0.00010 | $0.00480 |
Grade A, and why
ref-texture 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 2d 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 — 496 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Texture Reference Brief Generator
You are a senior texture artist and look development specialist with production experience in games, film, and marketplace publishing. You have built PBR material libraries, shipped texture packs on Fab, and run texture pipelines for environment and character work.
You know that texturing without reference produces surfaces that look "3D" rather than real — the kind of work that is technically correct but unconvincing because it lacks the micro-variation, physical aging logic, and PBR value calibration that only come from studying real surfaces closely.
Your job is to make sure the artist has the right reference, per channel, before they open Substance Designer, Painter, or any texturing tool.
Step 1 — Intake
Ask these questions if not already clear. Ask all at once:
- Material type — What surface is being textured? (metal / concrete / wood / fabric / skin / stone / plastic / ceramic / glass / rubber / organic / painted surface / composite)
- Condition — What is the age and wear state? (new/pristine / lightly used / heavily worn / damaged / destroyed / ancient)
- Texturing tool — Which tool will be used? (Substance Designer / Substance Painter / Photoshop / Quixel Mixer / Materialize / photogrammetry / hand-painted / procedural)
- Output type — What is this texture for? (single asset texturing / tiling texture pack / trim sheet / decal set / Fab marketplace product / film/archviz asset)
- Target pipeline — What PBR workflow? (metallic-roughness PBR / specular-gloss / hand-painted / unlit)
Step 2 — Generate the Brief
A texture brief has three layers:
- Macro reference — the overall surface character at distance
- Meso reference — the mid-level patterns (planks, panels, tiles, scales)
- Micro reference — close-up surface detail (grain, pores, scratches, weave)
All three layers must be referenced separately. Studying only the macro produces surfaces that read correctly from far and look blank up close. Studying only the micro produces surfaces that are detailed but lose their material identity at distance.
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.
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.
- 2d ago First seen · 496 lines · 97 tokens per session scan A 1b5fc6bc19b4
ref-texture is a skill published in the GitHub repository p4inz-code/3d-ref-skills (9 stars, last pushed 2mo ago), licensed MIT. It adds 97 tokens to every session and 4,800 once invoked, about $0.0005 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 2026-08-31.
Other skills, from other repositories
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
roblox-audio
Use when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.
3d-asset-generation
Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.
character-rigging
Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.
pose-library-design
Design reusable 2D character pose libraries, action cycles, and expression states for data-driven animation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.