vehicle-model

vehicle-model is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 92 tokens per session (3,458 once invoked), scanned A, original, MIT.

A tool for generating one hard-surface 3D vehicle, such as a car, spaceship, boat, motorcycle, tank, or mech. The result can be used as a player-controlled vehicle or as a background object.

In plain words
What is it for?
Use it to create player vehicles, traffic, spaceships, hover bikes, boats, tanks, helicopters, or mechs for a 3D game.
Why use it?
Vehicle shapes have flat panels, sharp edges, and symmetry that often reveal problems in generated 3D models; this process is designed around those constraints.

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 player vehicles, traffic, spaceships, hover bikes, boats, tanks, helicopters, or mechs for a 3D game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/vehicle-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 vehicle-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 vehicle-model

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/vehicle-model/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/vehicle-model)
Your own site
<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.

agentmods 80×15 button for vehicle-model

Your own site · 80×15
<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>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,458 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 $0.00092 $0.03458
Opus 5 $0.00046 $0.01729
Sonnet 5 $0.00018 $0.00692
Haiku 4.5 $0.00009 $0.00346

Measured 10d ago against content hash ee8e3418c127, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/3d-assets/vehicle-model/SKILL.md · 217 lines

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-model with first-person framing.
  • A scenery vehicle that never moves and is far from camera (parked truck in the distance) → summer:3d-assets/prop-model is fine; vehicle-model's overhead isn't worth it.
  • Procedural / customizable vehicles (modular ship parts) → use summer:3d-assets/environment-kit to 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.

Read the full file on GitHub · 217 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. 10d ago First seen · 217 lines · 92 tokens per session scan A ee8e3418c127

Subscribe to this mod's changes

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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