organic-model

organic-model is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 89 tokens per session (3,244 once invoked), scanned A, original, MIT.

A guide for generating irregular natural 3D objects such as trees, rocks, mushrooms, coral, crystals, and alien plants.

In plain words
What is it for?
Use it to create foliage, rocks, mushrooms, coral, bones, or other natural-looking scene objects.
Why use it?
Natural objects do not need exact symmetry, so this approach helps fill a game scene with varied organic shapes quickly.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to create foliage, rocks, mushrooms, coral, bones, or other natural-looking scene objects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/organic-model
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 SummerEngine/summer-engine-agent --skill organic-model
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 organic-model

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/organic-model/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/organic-model)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/organic-model"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/organic-model/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 organic-model

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/organic-model"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/organic-model.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,244 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00089 $0.03244
Opus 5 $0.00044 $0.01622
Sonnet 5 $0.00018 $0.00649
Haiku 4.5 $0.00009 $0.00324

Measured 9d ago against content hash 29fb2dbd3128, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

organic-model 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/3d-assets/organic-model/SKILL.md · 197 lines

How it starts

The opening of the file, as written. The whole thing — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Organic Model — Easy-Mode 3D Generation

Organic shapes (trees, rocks, mushrooms, coral, alien flora, crystals, vines, bones) are the most forgiving category for AI 3D generation. Lumps look natural. Asymmetry looks natural. Smoothing-group artifacts read as bark texture. The "melted" look that ruins vehicles and characters is fine on a mossy boulder.

This is the cheapest, fastest way to fill out a scene. Use it liberally — it's the recommended go-to when the user says "this scene feels empty". Each generation is ~$0.30–0.50, and the failure rate is the lowest of any 3D-asset family.

Backing tool: summer_generate_3d. Default hunyuan is great here, but trellis is faster and quality difference is mostly invisible on organic shapes — trellis is the recommended pick when generating many at once.

When to use

  • "Make me a pine tree."
  • "Generate five different rocks I can scatter."
  • "I need glowing mushrooms for the cave."
  • "Fill this forest scene with foliage."
  • "Alien plants for the planet surface."
  • "Coral for the underwater level."
  • The user wants visual density without spending a lot of money or time.

When NOT to use

  • Character (humanoid, even if "tree-person") → summer:3d-assets/character-model (rigging matters).
  • Vehicle, weapon, hard-surface object → summer:3d-assets/prop-model or summer:3d-assets/vehicle-model.
  • Tileable ground (grass field, sand) → summer:asset-pipeline/asset-strategy Pipeline 2 (textures, not meshes).
  • Animated organic (Venus fly trap that opens, breathing pod) → generate static here, animate in-engine with bones or shape keys.
  • A single hero-tree centerpiece (Yggdrasil, the One Tree) — generate via summer:3d-assets/prop-model with higher polycount and detail attention.

Polycount targets

Organic geometry tolerates aggressive polycount cuts because the silhouette is irregular — viewers can't spot poly-count drops the way they spot a low-poly cylinder.

Use case Tris Pass via
Hero tree (mid-distance, prominent) 4k–8k target_polycount: 6000
Background tree (forest filler) 1k–3k target_polycount: 2000
Distant tree (use billboard imposter) 200–500 target_polycount: 400
Large rock / boulder 800–2000 target_polycount: 1500
Small organic (mushroom, fruit, crystal) 300–1000 target_polycount: 600
Vine / branch decoration 200–500 target_polycount: 400

Read the full file on GitHub · 197 lines

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 First seen · 197 lines · 89 tokens per session scan A 29fb2dbd3128

Subscribe to this mod's changes

organic-model is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 89 tokens to every session and 3,244 once invoked, about $0.0004 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 2026-08-30.

Related

Other skills, from other repositories

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-edit

Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.

tettethu/VibeGame · 57 tokens

hearth-art

Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…

echoo19/hearth · 89 tokens

asset-gen

Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.

htdt/godogen · 63 tokens

screenshot-isolated

Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…

IvanMurzak/Unity-MCP · 78 tokens

screenshot-camera

Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.

IvanMurzak/Unity-MCP · 58 tokens