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 SummerEngine/summer-engine-agent --skill organic-modelgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/organic-model)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.03244 |
| Opus 5 | $0.00044 | $0.01622 |
| Sonnet 5 | $0.00018 | $0.00649 |
| Haiku 4.5 | $0.00009 | $0.00324 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- organic-model — 88% identical, 57 lines differ
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-modelorsummer:3d-assets/vehicle-model. - Tileable ground (grass field, sand) →
summer:asset-pipeline/asset-strategyPipeline 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-modelwith 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 |
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.
- 9d ago First seen · 197 lines · 89 tokens per session scan A 29fb2dbd3128
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.
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.
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.
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…
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.
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…
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.