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 poorvith-mp/skills-gamedev --skill blender-modelinggit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/blender-modeling)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-modeling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-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/poorvith-mp/skills-gamedev/blender-modeling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-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 | $0.00048 | $0.01436 |
| Opus 5 | $0.00024 | $0.00718 |
| Sonnet 5 | $0.00010 | $0.00287 |
| Haiku 4.5 | $0.00005 | $0.00144 |
Grade A, and why
blender-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 5d 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 — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.
blender-modeling
Core Philosophy
3D modeling for real-time video games is not creating unconstrained digital sculptures. A high-poly model with 4,000,000 polygons and 12 un-optimized material slots will crash a game engine. Real-time 3D art is the rigorous craft of geometric efficiency: sculpting high-fidelity details, retopologizing into clean low-poly game meshes, baking high-to-low normal maps with zero shading artifacts, establishing consistent texel density, and enforcing strict transform hygiene.
4-Step Game-Ready 3D Modeling Pipeline
Step 1: High-Poly to Low-Poly Modeling & Retopology
- High-Poly Sculpting / Hard-Surface:
- Model complete micro-details: bevels, screws, seams, welded joints, cloth folds.
- Low-Poly Retopology Discipline:
- Silhouette is King: Allocate polygon budget to the outer silhouette where curved edges meet the sky/background. Flat surfaces require minimal geometry.
- Clean Edge Loops: Quad-dominant topology along deformation joints; triangulate flat surfaces before export to prevent engine-specific triangulation warping.
- Polycount Budgets:
- Hero Character: 30k–60k triangles.
- First-Person Weapon: 15k–30k triangles.
- Environment Prop: 1k–5k triangles.
Step 2: UV Unwrapping & Texel Density Standardization
- The Texel Density Constant:
- Standardize pixel density per meter across all assets in the game world:
- Hero First-Person Props: 2048 px/m (4K texture for 2m object).
- Standard Characters / Weapons: 1024 px/m (2K texture for 2m object).
- Environment Props / Architecture: 512 px/m.
- Standardize pixel density per meter across all assets in the game world:
- UV Seam Placement & Packing Hygiene:
- Place UV seams in concealed areas (undersides, inner seams, sharp mechanical angles).
- Packing Efficiency: Achieve $\ge 75%$ UV space utilization. Pack UV islands with at least 16px padding (at 2K resolution) to prevent mipmap texture bleeding.
Step 3: Normal Map Baking & Shading Seam Prevention
- The 3 Golden Rules of Baking:
- Rule 1: Hard Edges Require UV Seams: Any sharp edge ($> 60^\circ$ angle) marked with a Hard/Sharp Edge must have a corresponding UV seam split to prevent dark shading gradients across normal maps.
- Rule 2: Triangulate Before Baking: Triangulate the low-poly mesh prior to baking to guarantee the normal map is baked against the exact triangulation the engine renders.
- Rule 3: Use Average Normals & Cage: Use an expanded cage mesh to prevent projection ray intersection clipping on tight mechanical crevices.
What ships with it
2 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.
- 5d ago First seen · 107 lines · 48 tokens per session scan A 89e6dbd7152f
blender-modeling is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 48 tokens to every session and 1,436 once invoked, about $0.0002 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 2026-09-06.
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object-modify
Modify a Unity UnityEngine.Object's serializable fields/properties. Three modification surfaces are available (objectDiff, pathPatches, jsonPatch) — see the skill body. Use 'object-get-data' first to inspect the object structure.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.