Agent skill

3D High Poly Models

by MengTo in MengTo/Skills

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading.

MITAuto-check passedGame Development

Install 3D High Poly Models

skills CLI
$ npx skills add MengTo/Skills --skill 3d-high-poly-models -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-high-poly-models --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/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/3d/3d-high-poly-models .claude/skills/3d-high-poly-models && 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-high-poly-models
GitHub stars
6.7k
Token cost
~1.4k tokens
SKILL.md length
737 words
Files
3
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading.

  • Works in 5 steps: Keep the authored master and export a… → Create lower-detail versions for distant… → Instance repeated geometry/material… → …
  • A user requests high polygon counts
  • SKILL.md covers Establish what the camera needs, Model for believable close-ups, Prepare runtime versions and Avoid a startup stall, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3D High Poly Models is an agent skill from MengTo/Skills. Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `REFERENCES.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • A user requests high polygon counts
  • Ultra-realistic models
  • Detailed architectural assets
  • Removal of visibly faceted geometry

Example prompts

  • “/3d-high-poly-models”

Workflow steps

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

  1. Keep the authored master and export a validated runtime asset, usually glTF/GLB when the stack supports it. Check units, transforms…
  2. Create lower-detail versions for distant use, preserving silhouette and baked shading. Derive thresholds from projected size and compare…
  3. Instance repeated geometry/material pairs such as roof tiles, stones, or foliage where suitable. Partition large repeated fields spatially…
  4. Keep shadow geometry and shadow distance proportional to visible benefit. A detailed object rendered in several shadow maps can cost far…
  5. Compress geometry transport where supported, then validate decoded geometry and appearance. Compression reduces transfer size; it does not…

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. 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

    Links to these hosts (documentation or services it may open):

    • threejs.org

    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 High Poly Models loads about 1.4k tokens when it runs. Until then it costs about 85 tokens; SKILL.md has 737 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~85
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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 MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 737 words, ~1,437 tokens.

Download SKILL.mdSave it as .claude/skills/3d-high-poly-models/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
3d-high-poly-models
description
Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

3D High-Poly Models

Build the requested close-up detail into the model, then make it practical to render. Judge realism through silhouette, proportions, material response, and lighting as well as polygon count.

Establish what the camera needs

Inspect the reference, intended hero angle, closest approach, orbit range, model scale, current mesh, and target hardware. Record the current triangle count and draw calls rather than labeling an asset high-poly from appearance alone. Keep a high-detail source/master when building new geometry so runtime optimization remains reversible.

Separate detail into three scales:

  • Silhouette: outer contours, root flares, carved edges, folded fabric, roof curvature. Use geometry.
  • Surface form: bevels, dents, joints, raised seams, deep cracks. Use geometry or justified displacement when the view reveals parallax and shadow shape.
  • Microdetail: grain, pores, shallow scratches, fiber structure. Use material maps unless the extreme close-up actually resolves geometry.

Use the project's modeling tools or asset pipeline. Match real dimensions and proportions first, then add adaptive subdivisions, support topology, sculpting, or appropriately licensed scans. A dense mesh with incorrect proportions remains incorrect.

Model for believable close-ups

Give manufactured edges a plausible bevel so they catch highlights. Preserve designed hard edges while smoothing curved surfaces; do not smooth every normal or indiscriminately weld UV seams. Recompute or preserve normals/tangents according to the modeling/export pipeline.

Spend curve segments where projected curvature is visible. Increase them around hero rims, roof silhouettes, and tight bends; use fewer on tiny distant parts. Check subdivision boundaries for pinching and displacement for cracks or detached surfaces.

For procedural branches, sweep rings along a smooth curve, transport the local frame to avoid sudden twist, taper continuously, and bury child starts inside the parent surface. Add denser rings at a flared root or strong curvature. Seijaku's treeMesh is a useful example of adaptive radial/longitudinal detail rather than uniform subdivision.

For scanned stones, preserve the scan's characteristic proportions. Excessive nonuniform scaling stretches both shape and surface features. Reuse the mesh with limited variation in rotation, placement, and scale; keep the most recognizable hero forms distinct.

Prepare runtime versions

  1. Keep the authored master and export a validated runtime asset, usually glTF/GLB when the stack supports it. Check units, transforms, materials, UV seams, normals, and bounds in the actual viewer.
  2. Create lower-detail versions for distant use, preserving silhouette and baked shading. Derive thresholds from projected size and compare transitions from the real camera. Use hysteresis or an appropriate transition to avoid rapid LOD switching. See Three.js LOD.
  3. Instance repeated geometry/material pairs such as roof tiles, stones, or foliage where suitable. Partition large repeated fields spatially so one visible object does not force the whole site to draw.
  4. Keep shadow geometry and shadow distance proportional to visible benefit. A detailed object rendered in several shadow maps can cost far more than its beauty pass suggests.
  5. Compress geometry transport where supported, then validate decoded geometry and appearance. Compression reduces transfer size; it does not inherently reduce runtime triangle count. Treat quantization and simplification as distinct operations with separate visual checks.

There is no universal correct triangle budget. Profile the representative scene with its actual materials, lights, shadows, transparency, and target resolution. Report unique asset triangles separately from the triangles drawn across instances and passes. Geometry compression, instancing, and LOD solve different costs.

Show full SKILL.md (193 more words)Show less

Avoid a startup stall

Load visible hero geometry first and defer optional interiors or distant detail. Generate procedural meshes offline or in bounded work, use workers where useful, and reuse buffers instead of regenerating identical parts. Keep a useful coarse representation until the detailed asset is ready. Prewarm shader variants with supported asynchronous compilation when it materially reduces first-use hitches.

For selection and collision, use suitable proxies or a spatial acceleration structure. Repeated full-resolution triangle scans during pointer movement can make a visually smooth scene feel unresponsive.

Verify

  • Compare the master and runtime mesh at the closest camera distance under neutral and final lighting.
  • Inspect silhouette, bevel highlights, seams, contacts, shadow shape, and wireframe density.
  • Walk across LOD thresholds and confirm there are no visible holes or distracting jumps.
  • Measure startup, first interaction, full-frame draw calls/triangles, and frame time on desktop and mobile.
  • Claim ultra-realistic appearance only when the rendered result supports it; record the measured geometry count separately.

Read REFERENCES.md for source and APIs. Seijaku combines detailed swept trunks and scanned rock geometry with inexpensive instanced leaf cards. Do not interpret its appearance as evidence that every object needs a dense mesh.

© MengTo, MIT. 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 2 other files in agent-skills/3d/3d-high-poly-models of MengTo/Skills.

  • SKILL.md
  • REFERENCES.md
  • agents/openai.yaml

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

3D High Poly Models 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 High Poly Models compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D High Poly Models this skillMengTo/Skills6.7k—~1.4kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about 3D High Poly Models

What does 3D High Poly Models do?

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. 3D High Poly Models is an agent skill from MengTo/Skills. Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading.

When should I use 3D High Poly Models?

3D High Poly Models fits situations like: A user requests high polygon counts; ultra-realistic models; detailed architectural assets; removal of visibly faceted geometry.

How do I install 3D High Poly Models in Claude Code?

Run `npx skills add MengTo/Skills --skill 3d-high-poly-models -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-high-poly-models in MengTo/Skills) into .claude/skills/3d-high-poly-models in your project. Claude Code loads it when a task matches its description.

How do I install 3D High Poly Models in Codex?

Run `npx skills add MengTo/Skills --skill 3d-high-poly-models -a codex`. Or copy the skill folder (agent-skills/3d/3d-high-poly-models in MengTo/Skills) into .agents/skills/3d-high-poly-models in your project. Codex loads it when a task matches its description.

Can I use 3D High Poly Models 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 MengTo/Skills --skill 3d-high-poly-models -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-high-poly-models, .gemini/skills/3d-high-poly-models, .github/skills/3d-high-poly-models and .opencode/skills/3d-high-poly-models in your project.

What does 3D High Poly Models need to run?

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

Does 3D High Poly Models access the network?

SKILL.md names 1 domain. As links in the text: threejs.org. This is read from the text; nothing was executed.

Is 3D High Poly Models 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 High Poly Models use?

3D High Poly Models is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3D High Poly Models use?

About 1.4k tokens (SKILL.md is roughly 5.7k 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 High Poly Models?

Skills that share tags, products or a category with 3D High Poly Models: 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.

Who maintains 3D High Poly Models?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,675 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

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