Blender Image To 3D
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
Turn generated or hand-made art into exactly what a game engine loads.
$ npx skills add rehan-remade/universal-modder --skill asset-pipeline -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install rehan-remade/universal-modder asset-pipeline --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/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/asset-pipeline .claude/skills/asset-pipeline && 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 "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .claude/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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/rehan-remade/universal-modder/tree/main/skills/asset-pipelineType 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 rehan-remade/universal-modder --skill asset-pipeline -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install rehan-remade/universal-modder asset-pipeline --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/asset-pipeline .agents/skills/asset-pipeline && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .agents/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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 rehan-remade/universal-modder --skill asset-pipeline -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install rehan-remade/universal-modder asset-pipeline --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/asset-pipeline .cursor/skills/asset-pipeline && 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 "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .cursor/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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/rehan-remade/universal-modder.git --path skills/asset-pipeline--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 rehan-remade/universal-modder --skill asset-pipeline -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install rehan-remade/universal-modder asset-pipeline --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/asset-pipeline .gemini/skills/asset-pipeline && 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 "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .gemini/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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 rehan-remade/universal-modder asset-pipelineInstalls 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 rehan-remade/universal-modder --skill asset-pipeline -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/asset-pipeline .github/skills/asset-pipeline && 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 "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .github/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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 rehan-remade/universal-modder --skill asset-pipeline -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install rehan-remade/universal-modder asset-pipeline --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/asset-pipeline .opencode/skills/asset-pipeline && 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 "asset-pipeline" agent skill from https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline into .opencode/skills/asset-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "asset-pipeline", 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.
asset-pipelineTurn generated or hand-made art into exactly what a game engine loads.
Asset Pipeline is an agent skill from rehan-remade/universal-modder. Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a…
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Sprites and pixel art, Game assets and audio and Game development. It works with Blender. The repository describes itself as: Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game… The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 50af8bd. 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 bash).
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.
Asset Pipeline loads about 2k tokens when it runs. Until then it costs about 135 tokens; SKILL.md has 830 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 rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 830 words, ~1,993 tokens.
.claude/skills/asset-pipeline/SKILL.md (or your agent's skills folder).The fal-assets skill makes pictures. This skill makes files the game accepts: the right size, frame
layout, orientation, alpha, palette and format. All commands are um sprite ... and um render3d ...; each
has --help with examples.
Before converting anything, open two or three of the game's own assets and write down in MODLOG.md:
The draw code is the final authority. In Terraria, NPC frame height = texture height / Main.npcFrameCount,
so any consistent frame size works.
um sprite info raw.png # size, alpha coverage, corner colour
um sprite cutout raw.png cut.png # flat bg → transparent (border flood fill keeps interior whites)
um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8 # also remove a soft grey shadow / the floor under it
um sprite fit cut.png item.png --size 64x26 --hard-alpha # trim + ONE nearest-neighbour scale into the frame
um sprite fit cut.png npc.png --size 38x34 --anchor bottom # standing sprites sit on the frame's bottom edge
um sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline # true pixel art from painterly art
um sprite palette px.png px2.png --from stock_sprite.png # snap to the game's own colours
um sprite frames npc.png frames/ --n 3 --kind bob # cheap idle animation (bob/squash/wobble/flash)
um sprite sheet sheet.png frames/*.png --vertical # Terraria-style strip (or --cols N grid)
um sprite slice sheet.png out/ --frame 32x32 # the other direction
um sprite team-mask unit.png unit_grey.png --hue blue # player-colour mask (+ desaturated sprite)
um sprite preview item.png look.png --scale 6 # checkerboard + zoom: LOOK at it before shippingfit --smooth.um fal model3d concept.png --name unit # textured GLB (Trellis 2 by default)
um render3d assets/gen/unit.glb frames/ --preset aoe2 --length 80 --forward-yaw -90 \
--anims idle:10:bob,walk:12:walk,attack:16:lunge,death:20:die --shadows --samples 40
um render3d assets/gen/unit.glb side/ --preset side --canvas 128 --length 110 --engine eevee # platformer facing R + LPresets:
| Preset | Projection | Camera | Facings |
|---|---|---|---|
aoe2 | ortho | 30° | 16 clockwise from east |
iso8 | ortho | 30° | 8 |
trueiso | ortho | 35.264° | 8 |
topdown | ortho | — | 8 |
side | ortho | — | 2 (right, left) |
turntable | persp | — | 24 (promo/icon spins) |
--length sets the model's longest horizontal side in pixels at 1x, so match stock units.--forward-yaw turns the model so its nose faces +X; check the first frame.--shadows adds a shadow-only pass (*_s.png) for engines that keep shadows in their own layer.um sprite sheet, or with an engine writer (e.g. examples/aoe2-de-civ/sld.py).blender on PATH or BLENDER=...). Cycles uses the GPU when available.--sun / --ambient, or brighten in post.um fal run tripo3d/tripo/remesh mesh_url=@unit.glb face_limit:=8000, then convert in Blender
(GLB → FBX/OBJ) with the engine's scale and axis convention: Unity Y-up metres, Unreal Z-up
centimetres, Bethesda NIF via PyNifly.um fal texture generates it tiled. Check with um sprite tile-preview t.png t3.png. Fix
seams on other images with um sprite seamless.um fal pbr. Convert to the engine's packing: Unreal ORM (occlusion/roughness/metal in RGB),
Unity metallic-smoothness (smoothness = 1 - roughness in alpha).magick with DXT settings. BC7 for quality, BC1 for cutout sprites, BC3
when alpha is soft.Put one converted asset into the game and screenshot it next to stock art (um win shot). Check the scale,
facing, pivot, outline and palette. Fix the recipe, then batch-convert the rest with the same commands (a
small script or Makefile, so the pipeline is reproducible from assets/gen/).
Read the user's own install with UnityPy and write a local, private resource pack. Never put the output in the mod, its repo or a release; each user runs the converter on their own copy.
UnityPy.load() decompresses a whole bundle (a 865 MB bundle became 8.7 GB of RAM).
Decompress only the serialized files and read .resS / .resource lazily, block by block; run each
converter module in its own process.UnityPy.Environment(path=""), and load cross-referenced bundles together; otherwise
UnityPy searches the working directory for missing dependencies.catalog.bin. Map game objects to prefabs through their GUID keys, not by guessing
names. Prefer the low-quality variant if one exists (same meshes, smaller textures).AudioClip.samples needs FMOD (fmod_toolkit); encode with ffmpeg to mono OGG.pack.mcmeta (pack_format 15 for 1.20.1); ResourceLocations
accept only [a-z0-9_./-]. For posed meshes, a custom mesh file drawn with
RenderType.entityCutoutNoCull is more robust than forge:obj (block-atlas textures, usemtl).© rehan-remade, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/asset-pipeline of rehan-remade/universal-modder.
Open the folder on GitHubat commit 50af8bd
Asset Pipeline 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 |
|---|---|---|---|---|---|---|
| Asset Pipeline this skillrehan-remade/universal-modder | 6.5k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| Game Assetsglifxyz/glif-mcp-server | 213 | — | ~831 | Automated safety check: Pass | MIT | |
| Tripo 3Dcalesthio/generative-media-skills | 197 | — | ~5.1k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT |
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
calesthio/generative-media-skills
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset…
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
notque/vexjoy-agent
Deterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent.
rehan-remade/universal-modder
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind.
rehan-remade/universal-modder
Launch, see and drive a real game so an agent can test its own mods.
rehan-remade/universal-modder
Figure out how a specific installed game can be modded, before writing any mod code.
rehan-remade/universal-modder
Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub…
rehan-remade/universal-modder
Package and release a finished game mod. An agent skill from rehan-remade/universal-modder.
rehan-remade/universal-modder
Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube.
Works with
Categories
Turn generated or hand-made art into exactly what a game engine loads. Asset Pipeline is an agent skill from rehan-remade/universal-modder. Turn generated or hand-made art into exactly what a game engine loads.
Asset Pipeline fits situations like: asks to make sprites; animation frames; isometric unit sprites; icons for a game.
Run `npx skills add rehan-remade/universal-modder --skill asset-pipeline -a claude-code`. Or copy the skill folder (skills/asset-pipeline in rehan-remade/universal-modder) into .claude/skills/asset-pipeline in your project. Claude Code loads it when a task matches its description.
Run `npx skills add rehan-remade/universal-modder --skill asset-pipeline -a codex`. Or copy the skill folder (skills/asset-pipeline in rehan-remade/universal-modder) into .agents/skills/asset-pipeline 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 rehan-remade/universal-modder --skill asset-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/asset-pipeline, .gemini/skills/asset-pipeline, .github/skills/asset-pipeline and .opencode/skills/asset-pipeline in your project.
SKILL.md names no scripts, command-line tools or credentials: Asset Pipeline is instructions for the agent only.
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.
Asset Pipeline is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 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 Asset Pipeline: Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars), Game Assets (glifxyz/glif-mcp-server, 213 stars) and Tripo 3D (calesthio/generative-media-skills, 197 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,452 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 11, 2026.
Source: rehan-remade/universal-modder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.