Agent skill

3D Asset Generation

by calesthio in calesthio/OpenMontage

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

AGPL-3.0Auto-check passedGame Development

Install 3D Asset Generation

skills CLI
$ npx skills add calesthio/OpenMontage --skill 3d-asset-generation -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install calesthio/OpenMontage 3d-asset-generation --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/calesthio/OpenMontage.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/3d-asset-generation .claude/skills/3d-asset-generation && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3d-asset-generation
GitHub stars
66k
Token cost
~1.2k tokens
SKILL.md length
653 words
Files
2
Skills in repo
41
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

  • Works in 5 steps: Name the object and silhouette. → Specify construction materials and… → Specify the project's art style and… → …
  • Tasks that involve Game assets and audio
  • SKILL.md covers Route by asset role, Paid-call discipline, Asset prompt contract and Mandatory mesh QA, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3D Asset Generation is an agent skill from calesthio/OpenMontage. Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

It sits in Game Development, covering Game assets and audio. It works with Blender and fal. The repository describes itself as: World's first open-source, agentic video production system. 12 production pipelines, 100+ tools, 700+ agent skill and production-knowledge files. Turn your AI coding assistant… The licence is AGPL-3.0.

When your agent uses it

  • Tasks that involve Game assets and audio

Example prompts

  • “/3d-asset-generation”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Name the object and silhouette.
  2. Specify construction materials and visible wear.
  3. Specify the project's art style and color constraints.
  4. State scale and orientation.
  5. Exclude ground plane, backdrop, extra objects, labels, and lighting rigs.

What it can do on your machine

Read from SKILL.md and the folder at commit 9327439. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

3D Asset Generation loads about 1.2k tokens when it runs. Until then it costs about 41 tokens; SKILL.md has 653 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~41
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from calesthio/OpenMontage at commit 9327439, republished under its AGPL-3.0 licence (© calesthio). 653 words, ~1,239 tokens.

Download SKILL.mdSave it as .claude/skills/3d-asset-generation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
3d-asset-generation
description
Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.

3D Asset Generation

Use this skill when a production needs real meshes rather than primitive stand-ins. It complements threejs-world-generation: that skill owns semantic world planning; this skill owns how unique and repeated meshes enter the world with provenance.

Route by asset role

NeedToolModel/pathWhy
Repeated vegetation, rocks, generic propsthreejs_asset_catalogCC0 Kenney catalogFree, coherent, instancing-friendly
Unique object described in wordsatlas_3dtripo-h3.1/text-to-3dDirect textured/PBR GLB with seeds and face limit
Object matching a concept imagefal_3dHunyuan 3D v3.1 Rapid image-to-3DBetter silhouette/style conditioning from one image
Several objects extracted from one regional compositionfal_3dSAM 3D ObjectsIndividual and combined GLBs plus placement metadata
Terrain, composition, lighting, camera, final framesblender_worldBlender 4.5 LTS / Eevee NextScene-level control; generated-asset APIs are not world renderers

Never ask a text-to-3D model to generate a whole cinematic world in one mesh. Generate hero objects, use licensed catalogs for high-volume scatter, and assemble everything in Blender from a semantic specification.

Paid-call discipline

Before every first provider call, state the exact provider, model, operation, estimated unit cost, and number of requested outputs. Generate one sample before a batch. As of 2026-08-13:

  • Atlas Tripo H3.1: $0.22 untextured; $0.33 standard textures; $0.44 HD textures; detailed geometry adds $0.22; quad mesh adds $0.055.
  • fal Hunyuan 3D v3.1 Rapid: $0.225 per generation; PBR adds $0.15.
  • fal SAM 3D Objects: $0.02 per reconstruction.

Pricing changes. Confirm the provider page before quoting or running a batch.

Asset prompt contract

Each request describes one isolated object, not a shot:

  1. Name the object and silhouette.
  2. Specify construction materials and visible wear.
  3. Specify the project's art style and color constraints.
  4. State scale and orientation.
  5. Exclude ground plane, backdrop, extra objects, labels, and lighting rigs.

For image-to-3D, use a simple background and make the object occupy more than half the frame. Request PBR only for assets close enough to benefit from it.

Mandatory mesh QA

Do not approve from the provider thumbnail alone. Import the downloaded artifact into Blender and inspect:

  • front, rear, and silhouette;
  • geometry holes and floating pieces;
  • ground contact, scale, and orientation;
  • UV seams and missing texture slots;
  • base-color, roughness, metallic, and normal response;
  • triangle count and whether the intended camera distance justifies it.

Record provider, model id, prompt, seeds, source page, cost, and output path in the asset provenance manifest. Failed samples remain failed; do not silently swap provider or spend on another model.

Show full SKILL.md (251 more words)Show less
Assembly normalization is mandatory

Provider and catalog GLBs rarely share units, origins, or up-axis assumptions. Never compensate with arbitrary scene-level scale guesses. The Blender assembly spec declares target_height; the renderer measures the imported bounding box, normalizes to that target, and offsets the bounding-box floor to the sampled terrain height. Review the resulting real-world scale and ground contact.

Repeated scatter must declare semantic exclusion_zones around settlements, roads, rivers, landmark apertures, and hero camera sightlines. Density that occludes the subject is not production detail. Waterways and paths must use flat terrain-following ribbons; beveled 3D curves read as pipes from aerial cameras.

Landmarks whose reveal timing matters declare visibility windows in the scene spec. Camera occlusion remains preferred for natural reveals, but deterministic visibility keys are the hard guarantee for approved timing.

World fidelity budget

A reference-grade region needs three simultaneous density layers:

  • macro: authored terrain silhouettes, waterways, paths, settlements;
  • meso: hero buildings, bridges, cliffs, canopy clusters, props;
  • micro: ground cover, rocks, flowers, debris, material breakup.

The asset gate must show global, regional, and walk-height Blender stills. A wide aerial alone can hide broken contacts; a walk shot alone can hide an empty world. Primitive-only previews must be labeled blockout and cannot pass as a production-fidelity review.

For a final animation, render a small bounded frame range first and measure the per-frame time. Choose the full-render resolution from that measurement rather than intuition, render a numbered PNG sequence, and call blender_world with resume: true after interruption so it starts at the first missing frame.

© calesthio, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .agents/skills/3d-asset-generation of calesthio/OpenMontage.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 9327439

Compare with similar skills

3D Asset Generation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3D Asset Generation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D Asset Generation this skillcalesthio/OpenMontage66k—~1.2kAutomated safety check: PassAGPL-3.0
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT
Fal AI Generationwitnesstodark/mr-mak-workspace347—~1kAutomated safety check: NotesMIT
Blender Production Directorarjun988/blender-skills283—~4.8kAutomated safety check: PassMIT
Blender Character Artistarjun988/blender-skills283—~1kAutomated safety check: PassMIT
Creature Modeling for Blenderarjun988/blender-skills283—~1kAutomated safety check: PassMIT

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Works with

Questions about 3D Asset Generation

What does 3D Asset Generation do?

Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender. 3D Asset Generation is an agent skill from calesthio/OpenMontage.ai, licensed catalogs, and Blender.

When should I use 3D Asset Generation?

3D Asset Generation fits situations like: tasks that involve Game assets and audio.

How do I install 3D Asset Generation in Claude Code?

Run `npx skills add calesthio/OpenMontage --skill 3d-asset-generation -a claude-code`. Or copy the skill folder (.agents/skills/3d-asset-generation in calesthio/OpenMontage) into .claude/skills/3d-asset-generation in your project. Claude Code loads it when a task matches its description.

How do I install 3D Asset Generation in Codex?

Run `npx skills add calesthio/OpenMontage --skill 3d-asset-generation -a codex`. Or copy the skill folder (.agents/skills/3d-asset-generation in calesthio/OpenMontage) into .agents/skills/3d-asset-generation in your project. Codex loads it when a task matches its description.

Can I use 3D Asset Generation in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add calesthio/OpenMontage --skill 3d-asset-generation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-asset-generation, .gemini/skills/3d-asset-generation, .github/skills/3d-asset-generation and .opencode/skills/3d-asset-generation in your project.

What does 3D Asset Generation need to run?

SKILL.md names no scripts, command-line tools or credentials: 3D Asset Generation is instructions for the agent only.

Does 3D Asset Generation access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is 3D Asset Generation safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does 3D Asset Generation use?

3D Asset Generation is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3D Asset Generation use?

About 1.2k tokens (SKILL.md is roughly 5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to 3D Asset Generation?

Skills that share tags, products or a category with 3D Asset Generation: 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars), Fal AI Generation (witnesstodark/mr-mak-workspace, 347 stars), Blender Production Director (arjun988/blender-skills, 283 stars) and Blender Character Artist (arjun988/blender-skills, 283 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3D Asset Generation?

calesthio (a GitHub user) maintains it in calesthio/OpenMontage, which has 65,930 GitHub stars. The repository holds 41 skills in this directory. The repository was last updated on October 3, 2026.

Source: calesthio/OpenMontage on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.