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 RemakeBench/skills --skill image-to-3d-modular-kitgit clone --depth 1 https://github.com/RemakeBench/skillsWrote 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/remakebench/skills/image-to-3d-modular-kit)<a href="https://agentmods.dev/skills/remakebench/skills/image-to-3d-modular-kit"><img src="https://agentmods.dev/badge/skills/remakebench/skills/image-to-3d-modular-kit/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/remakebench/skills/image-to-3d-modular-kit"><img src="https://agentmods.dev/badge/skills/remakebench/skills/image-to-3d-modular-kit.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 | $0.00089 | $0.01595 |
| Opus 5.5 | $0.00036 | $0.00638 |
| Sonnet 5.5 | $0.00018 | $0.00319 |
| Haiku 4.5 | $0.00009 | $0.00160 |
Grade A, and why
image-to-3d-modular-kit 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 — 196 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Image-To-3D Modular Kit
Use this skill when the deliverable is a set of images that will be fed into an image-to-3D service, then assembled, retopologized, rigged, fitted, or cloth-simmed in Blender, Unreal, or another game engine. The output is a reconstruction pack: geometry guidance first, pretty concept art second.
When available, also load:
- An image-generation skill or tool for generating or editing the raster reference plates.
3d-asset-qualitybefore deciding what each module needs to show as real geometry.
Core Rule
For Tripo/Meshy multiview generation, produce exactly four views per asset:
front
left
right
back
Do not substitute three-quarter, top, detail, beauty, or collage views unless the user explicitly asks for a separate concept sheet. Each file should contain one object, one view, centered on a neutral background.
If using a temporary generated four-view strip for efficiency, split it into the four final one-view files before reporting completion. The strip is not the deliverable.
Source Authority
When the user provides concept art, screenshots, character sheets, or generated designs, preserve the source design literally. Do not redesign from scratch unless asked.
Use the reference as the authority for:
- silhouette and proportions
- colors and material families
- wear, damage, dirt, chipped paint, frayed cloth, lacing, trim, rivets, seams, openings, and thickness
- what is included or deliberately omitted
If the user requests a new addition, such as a face mask for an existing character, add that part in the established style while leaving the rest of the design unchanged.
Split The Kit
Before generating images, decide the smallest useful modular pieces the user can assemble later.
Prefer practical game modules over tiny decorative fragments:
- A wall can be one repeatable wall unit.
- A gate can be one complete gate/door/roof unit.
- Existing user-owned assets, such as lanterns, should be omitted when the user says they already have them.
- Connection faces matter: include posts, edge beams, sockets, plinth ends, or other geometry that shows how modules join.
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.
- 1mo ago First seen · 196 lines · 89 tokens per session scan A 80d4f16ede37
image-to-3d-modular-kit is a skill published in the GitHub repository RemakeBench/skills (12 stars, last pushed 1mo ago), licensed MIT. It adds 89 tokens to every session and 1,595 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 2026-09-05.
Other skills, from other repositories
blender-asset-validation
Inspect and validate Blender assets technically and visually. Use for .blend, .glb, .gltf, .fbx, or .obj quality checks; topology and export review; evaluated triangle/material/hierarchy metrics; standardized multiview renders; fresh-import verification; or evidence-backed review of an agent-generated mesh.
blender-character-workflow
Create, repair, rig, skin, animate, and export Blender characters, creatures, avatars, and facial rigs with deformation and runtime validation. Use when a request involves a character mesh, armature, weights, IK/FK, blend shapes, facial animation, humanoid/VRM/game export, or deformation quality.
blender-animation-workflow
Author, diagnose, and refine Blender animation for articulated props, mechanical assemblies, material-transfer sequences, and game-ready actions. Use when motion timing, pivots, physical connections, critical poses, trajectories, visibility states, or exported GLB actions must be created or reviewed.
blender-physics
Blender rigid body, soft body, cloth, collision, force fields, particle systems, constraints, and simulation cache tools.
blender-interchange
Blender interchange skill for typed FBX/OBJ/USD imports, GLTF/USD/Alembic exports, and repeatable batch exports. Use for moving assets between DCC, game, and pipeline tools before falling back to scripting.
blender-rigging
Blender authoring skill for armatures, bones, constraints, armature binding, rest/pose inspection, bulk pose transforms, shape keys, drivers, and simple retargeting. Use this for character setup before falling back to blender-scripting.