Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into…
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/map-blockout .claude/skills/map-blockout && rm -rf skills-srcUse ~/.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/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .claude/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockoutType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/map-blockout .agents/skills/map-blockout && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .agents/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/map-blockout .cursor/skills/map-blockout && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .cursor/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/kevinpbuckley/VibeUE.git --path Content/Skills/map-blockout--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/map-blockout .gemini/skills/map-blockout && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .gemini/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install kevinpbuckley/VibeUE map-blockoutInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/map-blockout .github/skills/map-blockout && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .github/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/map-blockout .opencode/skills/map-blockout && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "map-blockout" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/map-blockout into .opencode/skills/map-blockout/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "map-blockout", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
map-blockoutProcedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into…
Map Blockout is an agent skill from kevinpbuckley/VibeUE. Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files (for example `config-reference.md`, `materialization.md` and `return-types.md`).
It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
2 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Map Blockout loads about 1.9k tokens when it runs. Until then it costs about 104 tokens; SKILL.md has 616 words of instructions outside code blocks.
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.
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.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 616 words, ~1,882 tokens.
.claude/skills/map-blockout/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "levels-and-world-partition"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Take a VibeUE-generated landscape (heightmap + paint layers) and turn it into a fully validated, AAA-style open-world FPS map blockout — roads, POIs, fields, forests/treelines, railway, bridges — then materialize the plan as real engine geometry. Quality benchmark is Arma / Squad.
The design pipeline is gated: every stage runs ordered pass/fail checks against the authoritative spec at docs/design/map-designer-spec.md. You may not advance until all checks PASS. On failure, fix the offending element and re-run the stage.
Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills). To pull a
sub-doc, request map-blockout/<section> through GetSkills. The sibling *.md files also
sit next to this SKILL.md on disk and can be read directly.
| Sub-doc | When to load |
|---|---|
workflows.md | End-to-end run: export → stages 1–5 → final pass → materialize. Pick this first. |
stage-rules.md | Per-stage CHECK list (what passes, what fails, how to fix). Mirrors the spec. |
config-reference.md | FMapBlockoutConfig fields — coverage bands, road grid, POI targets, tuning knobs. |
return-types.md | Exact USTRUCT property names returned by every service method. |
materialization.md | How the plan becomes splines / paint / actors / foliage in the level. |
Each stage's Gate.bAllPassed must be true before advancing. The orchestrator
(run_full_pipeline) stops at the first failing gate and surfaces the failing
check name + message in the returned struct. Inspect Gate.Checks to know what
to repair.
run_full_pipeline_for_landscape is the one-call convenience. Otherwise:
unreal.MapBlockoutService.export_landcover_grid(landscape_label, grid_n=120)run_full_pipelineexport_landcover_grid reads every paint layer on the source landscape plus the
heightmap, returns a normalized grid in one native call — no PNG round-trip and
no host-Python pre-processing step.
The spec assumes 4 logical categories: crop, soil, flood (water), forest.
You must tell the service which layer names on the source landscape play each
role:
cfg = unreal.MapBlockoutConfig()
cfg.layers.crop = "Crop" # name on the landscape
cfg.layers.flood = "Water"
cfg.layers.forest = "Forest"
cfg.layers.soil = "Soil"Empty flood is allowed — water is derived from a low-elevation percentile of
the heightmap.
level_name<Project>/Saved/MapBlockout/<level_name>/
Stage1_Roads.png <- cumulative snapshot
Stage2_Roads_POIs.png
Stage3_Roads_POIs_Fields.png
Stage4_Roads_POIs_Fields_Foliage.png
Stage5_Roads_POIs_Fields_Foliage_Rail.png
CombinedFoliageAndMap.png <- final, with color key
FoliageHeatMap.png <- trees + fields + scrub
MapHeatMap.png <- roads + buildings + rail + bridgesAll 8 files are required for delivery. The Final Pass refuses to ship if any upstream gate has unresolved failures.
Every rendered output uses the MapDesigner color chart (see
stage-rules.md). Constants live in
MapBlockoutImage::Colors::* (C++). Do not invent new colors — the heatmap +
combined map are required deliverables and must match.
| Element | Color |
|---|---|
| Main Roads | White |
| Dirt Roads | Brown |
| Treelines | Light Purple |
| Forest | Dark Purple |
| Buildings | Light Grey |
| Bridges | Orange |
| Railway | Dark Grey |
| POI Boundary | Bright Green Circle |
| Fields | Yellow |
| Underbrush / Scrub | Light Blue |
Top-right panel. If the panel rect intersects the map area, the stage fails its "Color Key" check. The renderer enforces this — but if you write a custom renderer, honor the rule.
Phase 1 — design the plan (CPU, masks + polylines, no engine geometry):
import unreal
S = unreal.MapBlockoutService
cfg = unreal.MapBlockoutConfig()
cfg.level_name = "Verkhova"
cfg.layers.crop, cfg.layers.forest = "Crop", "Forest"
cfg.layers.flood = "Water"
result = S.run_full_pipeline_for_landscape("Landscape1", cfg)
if not result.success:
# Inspect result.final_state.<stage>.gate.checks for the failing entry
print(result.error_message)
else:
print("Wrote:", result.output_files)Phase 2 — materialize into the level:
S.materialize_roads_as_splines(result.final_state.stage1_roads, "Landscape1")
S.materialize_fields_as_paint(result.final_state.stage3_fields, "Landscape1", "Crop")
S.materialize_pois_as_actors(result.final_state.stage2_pois, "/MapBlockout/POIs/")
S.materialize_forest_as_foliage(result.final_state.stage4_foliage,
"/Game/Foliage/FT_Forest", "/Game/Foliage/FT_Treeline", "/Game/Foliage/FT_Scrub")
S.materialize_railway_and_bridges(result.final_state.stage5_railway, "Landscape1")Fully implemented — every stage (Roads, POIs, Fields, Foliage, Railway/Bridges), the Final Pass, the renderers, and the materializers are live in C++. The full pipeline has been verified end-to-end: all stage gates plus the Final Pass pass, producing the eight deliverable PNGs.
| Task | Skills to Load |
|---|---|
| Sculpt / paint / create the source landscape first | landscape |
| Pull a real-world heightmap before blockout | terrain-data |
Materialize foliage scatter (used by MaterializeForestAsFoliage) | foliage |
| Place water (rivers, lakes) precisely | terrain-data (Mapbox) or MapBlockoutService.extract_river_centerlines |
© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files in Content/Skills/map-blockout of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Map Blockout 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Map Blockout this skillkevinpbuckley/VibeUE | 726 | — | ~1.9k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Categories
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into…. Map Blockout is an agent skill from kevinpbuckley/VibeUE. Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry.
Map Blockout fits situations like: the user asks to block out; lay out an open-world/FPS map; place roads/POIs/forests/railways procedurally; turn a blockout plan into splines.
Run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a claude-code`. Or copy the skill folder (Content/Skills/map-blockout in kevinpbuckley/VibeUE) into .claude/skills/map-blockout in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a codex`. Or copy the skill folder (Content/Skills/map-blockout in kevinpbuckley/VibeUE) into .agents/skills/map-blockout in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/map-blockout, .gemini/skills/map-blockout, .github/skills/map-blockout and .opencode/skills/map-blockout in your project.
SKILL.md names no scripts, command-line tools or credentials: Map Blockout is instructions for the agent only. Our summary lists: Python 3.
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.
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.
Map Blockout is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Map Blockout: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 726 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.