Agent skill

Scenario Maya Lookdev

by scenario-labs in scenario-labs/skills

A skill your agent uses when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a…

MITAuto-check passedGame Development

Install Scenario Maya Lookdev

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-maya-lookdev -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-maya-lookdev --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lookdev .claude/skills/scenario-maya-lookdev && 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
scenario-maya-lookdev
GitHub stars
946
Token cost
~5k tokens
SKILL.md length
2,074 words
Files
7 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a…

  • Works in 9 steps: Intake.… → Lookdev scene. ld =… → Material plan. One shader per material… → …
  • Shading an asset in Maya with Arnold: OpenPBR
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Maya Lookdev is an agent skill from scenario-labs/skills. Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.

Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game assets and audio. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Shading an asset in Maya with Arnold: OpenPBR
  • AiStandardSurface materials
  • Hooking up Substance Painter
  • UDIM texture sets

Example prompts

  • “/scenario-maya-lookdev”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Intake. mx_validate.validate(profile="model"), mx_audit.audit(mesh) for UVs (every face mapped, clean UDIM tiles), real-world size from…
  2. Lookdev scene. ld = sh.lookdev_scene(["asset_GRP"], hdri=path, frames=24): turntable locators, skydome at HDRI width (cap 4096), HDRI…
  3. Material plan. One shader per material on heroes, named __MTL / _SG, assigned by a name table so remodels keep shaders (Arvid [cpMBRIWwghg…
  4. Texture hookup. ts = sh.parse_texture_set(folder); sh.build_material(ts, "case", meshes=[...], texture_set="watch_case"). Options…
  5. Base values, one lobe at a time. saved = sh.isolate_lobes(shader, keep=("base",)), render, add specular, coat and the rest…
  6. Surface detail. Normal map for props; displacement for hero organics: sh.add_displacement(sg, "disp.exr", meshes, scale=s, zero=0.0…
  7. Breakup. sh.roughness_breakup(shader, lo, hi), sh.smudge_roughness(shader) (scan or cell noise, added on top), sh.noise_bump(shader…
  8. Special materials. sh.skin(...), glass presets plus sh.set_transmission_depth, sh.car_paint(...), sh.hair_shader(...); checks in…
  9. Turntable review and handoff. sh.render_frames([1, 7, 13, 19, 25, 31, 37, 43], out) writes PNGs and a sheet; judge with the critique…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Maya Lookdev loads about 5k tokens when it runs, and up to ~27k if it reads all its reference files. Until then it costs about 125 tokens; SKILL.md has 2,074 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~125
When it runs · the whole SKILL.md, loaded when a task matches
~5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~27k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,074 words, ~4,976 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-maya-lookdev/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
scenario-maya-lookdev
description
Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.
license
MIT

Look development in Maya 2027 (Arnold)

Expert look dev is a material that holds under any light a lighter throws at it: correct data in (every map in the right color space through the right plug), physically meaningful base values (measured metal colors, glass tinted by depth, scattering at real scale), then deliberate imperfection, judged on a neutral turntable with reference balls, one change per render. Nothing is done before a render has been looked at. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-maya-expert (execution channel, review loop, 2027 version traps).

Status (2026-09-24): scripts/mx_shade.py is not yet run in Maya: 122 offline checks passed; the Maya layer ran against a fake maya.cmds (logic only). Once Maya is installed: tests/code/maya-lookdev/run_all.sh, then fix the attribute tables from probe_lookdev.json.

Stance (the expert delta)

  • Every map is a three-part contract: color space, grayscale plug, destination. Sarkamari's table [ZtEiVa3MPLg 00:27:44]; J Hill's two questions, "what color space is it and is it black and white" [mpk6IurOWbs 00:21:43]. Base, subsurface and emission color are color (sRGB for 8/16-bit, linear Rec.709 for EXR); everything else is Raw. outAlpha with Alpha Is Luminance off reads no data (Raycast [vPHhVrxxThU 00:19:14]). Maya 2027's rules tag .tx, .hdr and .exr as Raw, so a base color .tx or EXR arrives wrong: override it, Ignore Color Space File Rules on (Maya 2027 help).
  • Under ACEScg an HDRI is linear Rec.709, not Raw. J Hill and Raycast set Raw, correct only in a linear-sRGB rendering space; the Arnold ACES page calls a linear HDRI read as ACEScg incorrect. Colors typed from linear-sRGB tables convert to the rendering space too [added: swatches are rendering-space numbers, Maya 2027 help].
  • Metals are data, not taste. OpenPBR base color is F0 and specular color the F82 edge tint, both from the Arnold table; IOR does nothing on metals (Arnold OpenPBR doc; official intro [tEUiIBApw-U 00:02:51]). Generalists leave specular color white.
  • Scale is physics. Subsurface radius and transmission depth are world lengths. Glass color lives in depth, not saturation: light tint, lower depth to deepen (Arvid [cpMBRIWwghg 00:18:13]). Skin scatters about 1 mm at real size (J Hill, scale 0.1 in cm [mpk6IurOWbs 00:18:31]).
  • Perfect reads as CG: "just look at the reflections". Ranged noise on roughness, subtle micro bump, car-paint waviness on the coat normal, never the base (Arvid [cpMBRIWwghg 00:35:49, 00:43:25]); J Hill's "subtle variation" layers [mpk6IurOWbs 00:23:24]. Polished metal and glass also get smudge or fingerprint roughness, the doc's own example (OPBR § Specular Roughness; Arvid [cpMBRIWwghg 00:25:11]), as clean as the reference.
  • Build layered shaders by killing every lobe, then adding one at a time, one or two changes per render (Arvid [cpMBRIWwghg 00:36:52]; J Hill [mpk6IurOWbs 00:51:43]).
  • Hero close-ups displace; props use normal maps. The normal-mapped nose "looks flat to me and fake" (J Hill [mpk6IurOWbs 00:28:39]). Bake float EXR with zero at 0 so micro detail adds, match the zero value, pad the bounds.
  • Judge on a lookdev rig, then under the reference's light. Camera carrying chrome ball, gray ball and a diffuse chart; asset spins, then the HDRI (Raycast [vPHhVrxxThU 00:05:11, 00:07:43]). A hero product is judged against its photo, lit like the photo first (Arvid [cpMBRIWwghg 00:02:44, 00:36:21]); a Painter transfer under Painter's HDRI and focal length (Sarkamari [ZtEiVa3MPLg 00:13:10]).

Establish first

InputChangesDefault when silent
TargetArnold stills or sequence vs a game engine (shade for export, judge in the engine)Arnold
Shader modelOpenPBR for new assets (default since 2026, MaterialX and USD); aiStandardSurface when the scene, a Painter "Arnold (AiStandard)" export or the pipeline uses itOpenPBR
Hero or backgroundper-material shaders, displacement, breakup vs one textured shader (Raycast [vPHhVrxxThU 00:11:20])hero if it fills the frame
Texture sourcePainter preset, normal convention, UDIMs, bit depth, displacement zero and scale, whether AO is meant to be usedOpenGL normals, AO unused
Rendering spacemx_shade.cm_info(); converts typed colorsACEScg, Maya-default config
ScaleSSS, transmission, displacement, noise scalesreal size in cm
Look referencephotos per material; HDRI: neutral studio, the sequence's graded HDRI for plates (Raycast [vPHhVrxxThU 00:01:58]), Painter's for a transferprocedural studio HDR [added]
Camera85 mm portrait lens (J Hill [mpk6IurOWbs 00:05:10]); longer for products [added]85 mm, 24 + 24 frames

Workflow

All stages run headless through scenario-maya-expert's mx_run.py --plugins mtoa; import mx_shade as sh. Arnold RenderView is GUI only: iterate with batch renders you open.

  1. Intake. mx_validate.validate(profile="model"), mx_audit.audit(mesh) for UVs (every face mapped, clean UDIM tiles), real-world size from the bounding box, closed outward meshes for SSS and transmission (Arnold docs). GATE: validate clean, UVs complete, size matches the reference.
  2. Lookdev scene. ld = sh.lookdev_scene(["asset_GRP"], hdri=path, frames=24): turntable locators, skydome at HDRI width (cap 4096), HDRI tagged linear Rec.709, camera with the reference strip hidden from secondary rays. GATE: frame 1: chrome ball shows the HDRI the right way round, gray ball neutral, close to the chart's neutral 5 patch.
  3. Material plan. One shader per material on heroes, named <asset>_<part>_MTL / _SG, assigned by a name table so remodels keep shaders (Arvid [cpMBRIWwghg 00:01:37]). GATE: every mesh off the default shading group.
  4. Texture hookup. ts = sh.parse_texture_set(folder); sh.build_material(ts, "case", meshes=[...], texture_set="watch_case"). Options: normal_mode aiNormalMap (default), bump2d, hybrid; tangent_space="mikk" on 2027.1+ for Painter bakes, A/B it on a bevel [verify]; ao="multiply" only to match a Painter or real-time look. Pre-bake .tx (TX Manager or maketx) for heavy assets and batches; file nodes stay on the source images and spaces (Raycast [vPHhVrxxThU 00:13:04]). GATE: sh.verdict(sh.lint_scene())["pass"]; a render under Painter's HDRI and focal length matches a Painter screenshot.
  5. Base values, one lobe at a time. saved = sh.isolate_lobes(shader, keep=("base",)), render, add specular, coat and the rest; sh.apply_preset(shader, "steel_polished") for table materials. GATE: per-material crop at final samples; highlight size and edge tint against the photo.
  6. Surface detail. Normal map for props; displacement for hero organics: sh.add_displacement(sg, "disp.exr", meshes, scale=s, zero=0.0, iterations=2) (3 to 4 for finals). GATE: polygon budget printed, no clipped black patches, A/B crop normal vs displacement.
  7. Breakup. sh.roughness_breakup(shader, lo, hi), sh.smudge_roughness(shader) (scan or cell noise, added on top), sh.noise_bump(shader, height, scale), sh.coat_waviness(paint); per-object masks (dial, indices, case parts) as mtoa_constant_ user data, no extra textures: sh.user_mask(shapes, "mask") (Arvid [cpMBRIWwghg 00:23:04]). GATE: on the turntable, highlights break and travel across panels, never wobble.
  8. Special materials. sh.skin(...), glass presets plus sh.set_transmission_depth, sh.car_paint(...), sh.hair_shader(...); checks in references/critique.md. Transmissive media that touch or overlap (crystal on a gasket, liquid in glass) get a Dielectric Priority: higher wins, glass 3, inclusions 2, liquid 1 (OPBR § Dielectric Priority). GATE: lint dielectric_priority clean.
  9. Turntable review and handoff. sh.render_frames([1, 7, 13, 19, 25, 31, 37, 43], out) writes PNGs and a sheet; judge with the critique; sh.handoff_report(path), new saved version. GATE: lint passes, sheet reviewed, not-verified list written.
Show full SKILL.md (934 more words)Show less

Numbers

ItemValueRelative to, source
Steel F0 / F820.669 0.639 0.598 / 0.789 0.823 0.870linear sRGB, Arnold OpenPBR table (12 metals in METALS_OPENPBR)
Skinsubsurface 1, radius scale (1, 0.35, 0.2), IOR 1.4, radius 1 mmJ Hill [mpk6IurOWbs 00:17:25]; doc example 3.7 mm is deeper
Skin oilcoat roughness about 0.1, mask from inverted roughnessJ Hill [mpk6IurOWbs 00:32:49]
Pore chatteralligator cell noise, amplitude 0.003 to 0.004 in displacementJ Hill [mpk6IurOWbs 00:34:48]
Subdivisioncatclark, 2 while working, 3 to 4 final; each level x4 polygonsJ Hill; Arnold subdivision doc
Displacement zero0 for float bakes, 0.5 for mid-gray mapsJ Hill [mpk6IurOWbs 00:26:59]
GlassIOR 1.5, roughness 0, light tint, depth near object sizeArvid [cpMBRIWwghg 00:17:40]; [added] depth start
Dispersionoff on flat, parallel-faced crystal (no visible fringe) [added optics]; small scale with the material's Abbe on faceted gems or close bevelsOPBR "gems only"; digest P9
Rubberlinear base 0.01 to 0.04, roughness 0.2 to 0.4 via smoothstep rangeArvid [cpMBRIWwghg 00:06:25, 00:10:47]
Leatheralligator cell noise bump, scale 400 to 500, very subtle, roughness about 0.2Arvid [cpMBRIWwghg 00:04:33]
Brushed metalroughness about 0.15, anisotropy up, specular samples 3, rotation map mip bias -8, smooth tangents + 1 iterationArvid [cpMBRIWwghg 00:15:43]; SS doc
Car paintflakes 0.001 to 0.025 scale, flake roughness 0.2, coat 1, coat-normal noise at 3, 25, 80, 200 mixed about 0.01Arvid [cpMBRIWwghg 00:39:01 to 00:47:46]
Thin filmStandard Surface 0 to 2000 nm; OpenPBR micrometers, colors fade above 1Arvid [cpMBRIWwghg 00:31:47]; [tEUiIBApw-U 00:12:35]
Hairmelanin 0.2 blonde, 0.5 brown or red, 1 black; roughness 0.2; IOR 1.55; shift 0 to 10; diffuse 0; tints whiteArnold Standard Hair doc
Skydome resolutionHDRI width (default 1000)Arnold lights doc

Quality gates

  • Code: sh.verdict(sh.lint_scene())["pass"] (zero errors). The lint covers the texture contract (spaces, plugs, UDIM, normal routes, missing files, .tx), physical plausibility (weights, F82, glass tint and depth, dielectric priority, thin film, opacity, anisotropy, smudges), subdivision and displacement, and hygiene. Rules: references/critique.md.
  • Visual: the turntable sheet and crops, judged with references/critique.md: breakup visible and moving, metal edge tint, glass tint deepening with thickness, ear backlight and a non-waxy nose; fireflies that survive more samples are data (Raycast [vPHhVrxxThU 00:33:43]).

Common mistakes

MistakeLooks likeFix
Roughness or metal map in sRGBglossy-plastic or dull metalRaw + Ignore Color Space File Rules
Grayscale via outAlpha, Alpha Is Luminance offmap has no effectoutColorR, or Alpha Is Luminance on
Base color .tx or EXR left on the Raw rulewashed-out or oversaturated colorsRGB (8/16-bit source) or linear Rec.709
HDRI on Raw under ACEScgover-saturated lighting and reflectionslinear Rec.709 input space
Normal into a plain bump or straight into the shaderlumpy or flat normalsaiNormalMap, or bump2d Tangent Space Normals
DirectX normal read as OpenGLrelief inverted on one axis (dents read as bumps)invertY on aiNormalMap (flip G on bump2d)
Smooth Mesh Preview plus Arnold iterationsrender time explodesdisplaySmoothMesh 0
Displacement zero value wrongobject inflated or shrunk0.5 mid-gray maps, 0 float bakes
No bounds paddingblack holes in the displaced renderpadding from the maximum displacement
Saturated transmission colorblack, ink-like glasslight tint, lower depth
Overlapping glass or liquid at the same priority (0)wrong refraction in the overlapDielectric Priority, higher wins
Anisotropy at roughness 0 or facetedbrushing invisible or steppedroughness > 0, smooth tangents, 1 iteration
Car-paint waviness on the base normalcoat reflections stay perfectly straightcoat normal only (Arvid [cpMBRIWwghg 00:43:25])
Layer shader created, displacement left on the old SGdisplacement disappearsreconnect to the new SG (J Hill [mpk6IurOWbs 00:49:07])

Handoffs

  • Receives from scenario-maya-retopology-uv: a version passing validate(profile="model"), UVs complete (0-1 or clean UDIMs), texel density stated, bakes named by channel with normal convention and tangent basis, displacement EXR with its zero value and scale. From Substance Painter: textures, preset name, normal format, UDIM flag, the HDRI Painter displayed. From scenario-maya-groom: descriptions to shade with aiStandardHair.
  • Delivers to scenario-maya-lighting-rendering: <asset>_lookdev_v###.ma (never over the source) with named materials and shading groups; handoff_report() JSON (materials, textures, color spaces, .tx status, displacement, a passing verdict); the turntable sheet; sampling notes (SSS, transmission depth, anisotropy, flakes to protect from the denoiser); the not-verified list. Lighting owns render settings, AOVs, light rigs and denoising.

Maya 2027 notes

  • OpenPBR is the default shader. Porting from Standard Surface (sh.port_standard_to_openpbr): thin film nm to micrometers, emission weight 1 to 1000 nits, SSS radius and scale roles swapped, sheen to fuzz, dispersion needs scale above 0, metal colors re-picked from the F82 table. "Convert All Standard Surface to OpenPBR Surface" skips shaders inside networks (MTOA-2560): lint after.
  • Color names: default input sRGB Encoded Rec.709 (sRGB) since 2026.2, linear sRGB spelled two ways, "Utility - Raw" is ACES 1.x naming: always sh.space_name(role). Regenerate .tx after changing the rendering space (Brejon).
  • normal_map.tangent_space_type mikk (MtoA 5.6.1.1, Maya 2027.1); interior_set replaces sss_setname; OpenPBR thin film energy change in 5.6.0 can shift hue on old assets; Standard Hair scattering_mode (5.6.0).
  • Maya IPR does not work with MtoA 5+ (Arnold RenderView); command-line renders watermark without a license; "Use Autobump in SSS" is deprecated; nested dielectrics on by default change old glass-in-liquid scenes.

References

  • references/expert-notes.md: depth per expert with timestamps, disagreements and deciders. Load when a material or decision is not covered above.
  • references/procedures.md: test-backed procedures, hookup to handoff. Load before writing shading code.
  • references/critique.md: the rubric for a turntable, a crop or a lint report. Load at every gate.
  • references/gui-paths.md: Hypershade, Attribute Editor, Arnold and Painter paths for a computer-use agent or a human.
  • references/sources.md: sources, credentials, URLs, timestamps.
  • scripts/mx_shade.py: the toolkit (docstring lists every call).

© scenario-labs, 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 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-lookdev of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/mx_shade.py

Open the folder on GitHubat commit f6f8ab7

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Questions about Scenario Maya Lookdev

What does Scenario Maya Lookdev do?

A skill your agent uses when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a…. Scenario Maya Lookdev is an agent skill from scenario-labs/skills. Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls.

When should I use Scenario Maya Lookdev?

Scenario Maya Lookdev fits situations like: shading an asset in Maya with Arnold: OpenPBR; aiStandardSurface materials; hooking up Substance Painter; UDIM texture sets.

How do I install Scenario Maya Lookdev in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-maya-lookdev -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-lookdev in scenario-labs/skills) into .claude/skills/scenario-maya-lookdev in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Maya Lookdev in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-maya-lookdev -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-lookdev in scenario-labs/skills) into .agents/skills/scenario-maya-lookdev in your project. Codex loads it when a task matches its description.

Can I use Scenario Maya Lookdev 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 scenario-labs/skills --skill scenario-maya-lookdev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-maya-lookdev, .gemini/skills/scenario-maya-lookdev, .github/skills/scenario-maya-lookdev and .opencode/skills/scenario-maya-lookdev in your project.

What does Scenario Maya Lookdev need to run?

Going by SKILL.md and its folder, Scenario Maya Lookdev needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Maya Lookdev access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Maya Lookdev 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Maya Lookdev use?

Scenario Maya Lookdev is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Maya Lookdev use?

About 5k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 22k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Maya Lookdev?

Skills that share tags, products or a category with Scenario Maya Lookdev: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Maya Lookdev?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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