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 vehicle-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/vehicle-model)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/vehicle-model"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/vehicle-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/vehicle-model"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/vehicle-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 | $0.00092 | $0.03458 |
| Opus 5 | $0.00046 | $0.01729 |
| Sonnet 5 | $0.00018 | $0.00692 |
| Haiku 4.5 | $0.00009 | $0.00346 |
Grade A, and why
vehicle-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 10d 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 — 217 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Vehicle Model — Hard-Surface 3D Generation
Vehicles are the hardest 3D-gen category. Hard surfaces (flat panels, sharp edges, symmetrical bodies) expose every flaw the AI mesher has — smoothing-group artifacts on flat panels, asymmetric headlights, melted door seams. This skill exists to push the success rate up by giving the model multi-angle reference, picking the right backend, and using a secondary detail-texture pass to recover crispness on the body panels.
Backing tool: summer_generate_3d. Default model is hunyuan (best general quality). For pure hard-surface (clean spaceship, F1 car), try trellis first — it tends to preserve panel edges better.
When to use
- "Make me a player car for a racing game."
- "Generate a sci-fi fighter spaceship."
- "I need a hover bike for the desert level."
- "Create a mech for the boss fight."
- "Background traffic — generate three civilian sedans."
When NOT to use
- Character driving the vehicle → that's
summer:3d-assets/character-model. Generate them separately and parent the character to the vehicle's seat. - Vehicle interior (cockpit, dashboard) as a first-person view → generate as a separate "interior" prop via
summer:3d-assets/prop-modelwith first-person framing. - A scenery vehicle that never moves and is far from camera (parked truck in the distance) →
summer:3d-assets/prop-modelis fine; vehicle-model's overhead isn't worth it. - Procedural / customizable vehicles (modular ship parts) → use
summer:3d-assets/environment-kitto generate a vehicle-parts kit instead.
Polycount targets
| Use case | Tris | Pass via |
|---|---|---|
| Player vehicle (close camera, lots of screen time) | 15k–30k | target_polycount: 25000 |
| Hero showpiece (cinematic, garage view) | 30k–60k | target_polycount: 50000 |
| Background traffic (mid-range, multiple onscreen) | 2k–5k | target_polycount: 4000 |
| Distant flyby / parked scenery | 1k–2k | target_polycount: 1500 |
Vehicles benefit more from polycount than props — flat panels need edge density to look right. Don't go below 2k for anything the camera will get close to.
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.
- 10d ago First seen · 217 lines · 92 tokens per session scan A ee8e3418c127
vehicle-model is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed yesterday), licensed MIT. It adds 92 tokens to every session and 3,458 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 2026-08-30.
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