Agent skill

3D High Resolution Textures

by MengTo in MengTo/Skills

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery.

MITAuto-check passedGame Development

Install 3D High Resolution Textures

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

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-high-resolution-textures --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-resolution-textures .claude/skills/3d-high-resolution-textures && 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-resolution-textures
GitHub stars
6.7k
Token cost
~1.4k tokens
SKILL.md length
722 words
Files
3
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery.

  • Architectural close-ups without excessive download
  • SKILL.md covers Choose resolution from the view, Build a coherent PBR material, Preserve detail during sampling and Deliver detail progressively, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • GPU memory costs

What it does

3D High Resolution Textures is an agent skill from MengTo/Skills. Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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

  • Architectural close-ups without excessive download
  • GPU memory costs

Example prompts

  • “/3d-high-resolution-textures”

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):

    • github.com
    • 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 Resolution Textures loads about 1.4k tokens when it runs. Until then it costs about 87 tokens; SKILL.md has 722 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~87
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). 722 words, ~1,438 tokens.

Download SKILL.mdSave it as .claude/skills/3d-high-resolution-textures/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
3d-high-resolution-textures
description
Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

3D High-Resolution Textures

Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together.

Choose resolution from the view

Identify hero surfaces, their nearest camera distance, projected pixel coverage, and target render scale. A texture need depends on visible UV coverage: if a surface spans 1200 physical pixels while showing half a tile, a roughly 2400-pixel-wide tile is a useful starting estimate. Inspect the result rather than assigning 4K or 8K to every map.

Use higher resolution for readable close-up albedo/normal details and lower resolution for smooth roughness or distant surfaces when they look equivalent. Match texel density across connected surfaces. Upscaling a small source cannot invent captured detail; obtain a better source or author appropriate procedural detail when necessary.

Build a coherent PBR material

MapRoleColor interpretation
Base color, emissive colorSurface color or emitted colorsRGB for ordinary PNG/JPEG/WebP color artwork
Normal, roughness, metalness, AO, heightNumerical material dataNo color-space conversion
HDR lighting imageRadiance for environment lightingUse the format/loader's linear HDR interpretation

Keep lighting calculations linear and apply final output conversion once. Configure maps according to the material and renderer version; see Three.js color management.

Use base color without baked directional highlights when dynamic lighting is expected. Orient wood grain along the member, stone scale to actual units, and woven fibers to fabric construction. Share tiling transforms across maps belonging to one material. Check tangent-space normal convention and seams under a moving light. Verify the AO UV channel supported by the installed renderer rather than blindly duplicating an obsolete attribute name.

Combine broad color variation, mid-scale structure, and subtle microdetail. Keep bump/normal intensity plausible. Normal and bump maps alter shading; silhouette detail requires geometry or displacement with enough vertices. Wood, stone, and cloth are generally dielectric surfaces, so increasing metalness to make them shiny is not a material fix.

Preserve detail during sampling

Enable mipmaps and appropriate minification filtering for ordinary static textures. Use anisotropic filtering for grazing-angle floors, roofs, and timber, capped by renderer.capabilities.getMaxAnisotropy(). Compare moderate values before assigning the maximum everywhere; anisotropy improves oblique sampling, not missing source detail.

For foliage cutouts, pad atlas cells, bleed edge color into transparent texels, and preserve alpha coverage across mip levels. Inspect distant cards against a bright sky for dark fringes or disappearing leaves. Do not threshold every mip blindly; choose a method compatible with alpha testing or alpha-to-coverage.

Show full SKILL.md (319 more words)Show less

Deliver detail progressively

  • Load the opening view's essential maps first. Use a small useful placeholder or lower-resolution variant, then promote near-visible hero surfaces without changing their UV scale or material identity.
  • Queue optional rooms and detail views shortly before the camera reaches them. DOM loading="lazy" does not schedule WebGL texture requests; use scene visibility, camera distance, or chapter state explicitly.
  • Deduplicate requests and cache texture variants by full asset identity plus sampling/color settings. Do not key by a filename suffix that may collide.
  • Keep assets external and cacheable. WebP/AVIF can reduce network bytes for color imagery; inspect data maps for compression artifacts. They usually decode to uncompressed GPU textures. KTX2/Basis can also reduce GPU storage where supported; configure and verify the transcoder and fallback. See KTX2Loader.
  • Dispose superseded GPU textures when no material still references them. Reusing image bytes across separate WebGL contexts does not share the GPU allocation.

A 4096² RGBA8 texture with a full mip chain is approximately 85.3 MiB in GPU storage before driver overhead. A small compressed download can therefore still produce a large allocation. Budget the entire material set, decoded CPU images, and concurrent upgrades, not just file size.

For procedural maps, bake stable assets ahead of time where useful. Cache shared noise/height fields, process large work in bounded batches or workers, and avoid millions of canvas drawing calls during startup. Yielding around one huge synchronous operation does not divide its stall.

Verify

Inspect close-up and grazing-angle views at the intended display resolution, then compare the same material farther away. Check seams, grain direction, alpha rims, normal orientation, and color under neutral and final lighting. Record opening bytes separately from total assets, requested dimensions, estimated GPU memory, texture promotion hitches, and missing assets on mobile.

Read REFERENCES.md. In Seijaku, inspect barUV, assetTex, the leaf mip/bleed preparation, shared procedural fields, and chapter-based texture scheduling. Those patterns explain its material detail better than source dimensions alone.

© 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-resolution-textures of MengTo/Skills.

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

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

3D High Resolution Textures 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 Resolution Textures compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D High Resolution Textures this skillMengTo/Skills6.7k—~1.4kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
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 Resolution Textures

What does 3D High Resolution Textures do?

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. 3D High Resolution Textures is an agent skill from MengTo/Skills. Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery.

When should I use 3D High Resolution Textures?

3D High Resolution Textures fits situations like: architectural close-ups without excessive download; GPU memory costs.

How do I install 3D High Resolution Textures in Claude Code?

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

How do I install 3D High Resolution Textures in Codex?

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

Can I use 3D High Resolution Textures 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-resolution-textures -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-resolution-textures, .gemini/skills/3d-high-resolution-textures, .github/skills/3d-high-resolution-textures and .opencode/skills/3d-high-resolution-textures in your project.

What does 3D High Resolution Textures need to run?

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

Does 3D High Resolution Textures access the network?

SKILL.md names 2 domains. As links in the text: github.com and threejs.org. This is read from the text; nothing was executed.

Is 3D High Resolution Textures 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 Resolution Textures use?

3D High Resolution Textures 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 Resolution Textures use?

About 1.4k tokens (SKILL.md is roughly 5.8k 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 Resolution Textures?

Skills that share tags, products or a category with 3D High Resolution Textures: 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 Resolution Textures?

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.