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.
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.
$ npx skills add MengTo/Skills --skill 3d-high-resolution-textures -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-high-resolution-textures --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/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-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 "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .claude/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-texturesType 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 MengTo/Skills --skill 3d-high-resolution-textures -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-high-resolution-textures --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/agent-skills/3d/3d-high-resolution-textures .agents/skills/3d-high-resolution-textures && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .agents/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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 MengTo/Skills --skill 3d-high-resolution-textures -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-high-resolution-textures --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/agent-skills/3d/3d-high-resolution-textures .cursor/skills/3d-high-resolution-textures && 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 "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .cursor/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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/MengTo/Skills.git --path agent-skills/3d/3d-high-resolution-textures--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 MengTo/Skills --skill 3d-high-resolution-textures -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-high-resolution-textures --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/agent-skills/3d/3d-high-resolution-textures .gemini/skills/3d-high-resolution-textures && 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 "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .gemini/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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 MengTo/Skills 3d-high-resolution-texturesInstalls 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 MengTo/Skills --skill 3d-high-resolution-textures -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/agent-skills/3d/3d-high-resolution-textures .github/skills/3d-high-resolution-textures && 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 "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .github/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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 MengTo/Skills --skill 3d-high-resolution-textures -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install MengTo/Skills 3d-high-resolution-textures --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/agent-skills/3d/3d-high-resolution-textures .opencode/skills/3d-high-resolution-textures && 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 "3d-high-resolution-textures" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-high-resolution-textures into .opencode/skills/3d-high-resolution-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-high-resolution-textures", 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.
3d-high-resolution-texturesBuild 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. 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.
Read from SKILL.md and the folder at commit 83a47fe. 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.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comthreejs.orgFrom 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.
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.
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 MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 722 words, ~1,438 tokens.
.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.Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together.
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.
| Map | Role | Color interpretation |
|---|---|---|
| Base color, emissive color | Surface color or emitted color | sRGB for ordinary PNG/JPEG/WebP color artwork |
| Normal, roughness, metalness, AO, height | Numerical material data | No color-space conversion |
| HDR lighting image | Radiance for environment lighting | Use 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.
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.
loading="lazy" does not schedule WebGL texture requests; use scene visibility, camera distance, or chapter state explicitly.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.
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
SKILL.md and 2 other files in agent-skills/3d/3d-high-resolution-textures of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3D High Resolution Textures this skillMengTo/Skills | 6.7k | — | ~1.4k | 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…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes.
MengTo/Skills
Draws a slim, long-limbed character acting out one coding or design moment as an outline-free flat SVG card, in a fixed measured palette with confetti and no ground line.
MengTo/Skills
Draws flat vector spot illustrations of lanky people doing design and coding things, with solid black as a main fill, for empty states, onboarding and error pages.
MengTo/Skills
Draws cozy animal scenes as hand-authored 480x360 SVG cards in a grainy, risograph-like gouache style on hot pink, for empty states, headers and marketing cards.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes.
MengTo/Skills
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea.
Categories
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.
3D High Resolution Textures fits situations like: architectural close-ups without excessive download; GPU memory costs.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: 3D High Resolution Textures is instructions for the agent only.
SKILL.md names 2 domains. As links in the text: github.com and threejs.org. 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.
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.
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.
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.
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.