Make Images
glifxyz/glif-mcp-server
Make new still images from a brief with Glif and save them to a folder: concept art, a series of variations, mockups, posters, illustrations, wallpapers, reference boards or any picture that isn't…
A skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…
$ npx skills add scenario-labs/skills --skill scenario-textures -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/scenario-textures .claude/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .claude/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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/scenario-labs/skills/tree/main/skills/scenario-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 scenario-labs/skills --skill scenario-textures -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-textures --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/scenario-textures .agents/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .agents/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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 scenario-labs/skills --skill scenario-textures -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-textures --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/scenario-textures .cursor/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .cursor/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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/scenario-labs/skills.git --path skills/scenario-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 scenario-labs/skills --skill scenario-textures -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-textures --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/scenario-textures .gemini/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .gemini/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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 scenario-labs/skills scenario-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 scenario-labs/skills --skill scenario-textures -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/scenario-textures .github/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .github/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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 scenario-labs/skills --skill scenario-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 scenario-labs/skills scenario-textures --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/scenario-textures .opencode/skills/scenario-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 "scenario-textures" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-textures into .opencode/skills/scenario-textures/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-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.
scenario-texturesA skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…
Scenario Textures is an agent skill from scenario-labs/skills. Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.
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 Game assets and audio, Game development and Image editing. It works with Model Context Protocol. 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.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Textures loads about 2k tokens when it runs. Until then it costs about 123 tokens; SKILL.md has 864 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 scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 864 words, ~2,023 tokens.
.claude/skills/scenario-textures/SKILL.md (or your agent's skills folder).Scenario generates seamless, tileable textures from text or reference images, upscales them without breaking the tile, and applies PBR materials when texturing 3D meshes. Model availability differs per team and evolves, so always discover models at run time instead of hardcoding IDs: recommend with the need in the user's own words for a capability, search for a member known by name.
Connection and the core generation loop: see the scenario skill in this repo. 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.
| Step | Tool | Notes |
|---|---|---|
| Find texture models | recommend with the need in the user's own words | capability is txt2img or img2img with the texture in prompt (the catalog tags texture models txt2img_texture, img2img_texture); search for a name |
| Inspect inputs | model_schema_get | Always call before model_run |
| Generate | model_run | dry_run=true prices a batch first |
| Wait | jobs_wait | Re-call with pending_job_ids |
| View and save | asset_display, then asset_download | Download for engine import |
| Upscale | model_run on a texture upscaler | 2x to 8x, tiling preserved |
model_scenario-texture (Scenario Texture) takes a prompt (a tileable hint is appended automatically), width/height from 16 to 3840 in multiples of 16, quality, seed, up to 10 referenceImages for style, and eraseSeam (off by default) with overlap/featherRadius to inpaint away both seam axes.sc:texture): floors, marble, concrete, stone walls, wood boards, brick, terracotta, hand-painted, cybernetic, realistic textures. They expose dedicated texture capabilities (txt2img_texture, img2img_texture, controlnet_texture).model_sc-upscale-flux-texture (Scenario Texture Upscale), upscaleFactor 2 (the minimum) to 8, presets precise/balanced/creative riding the same strength and controlnet sliders the schema exposes. It re-renders, so expect small tonal drift: precise with low strength minimizes it, and the result is compared against the source before shipping.model_sc-texture-converter (Texture Converter) turns a flat image into a surface material using raised, shiny, polished, angular sliders and an invert relief toggle.recommend, capability="img2img", with the user's words about extracting maps from a flat texture; search only for one already known by name) return a full set in one img2img call: model_patina (PATINA Image to Maps) outputs base color, normal, roughness, metalness, and height, each as its own image asset whose metadata.type names it (texture-albedo, texture-normal, texture-smoothness, texture-metallic, texture-height) in the order requested; the roughness request comes back labeled smoothness, so confirm the convention before wiring it. model_patina-material tiles a PBR material straight from a prompt. For a mesh, 3D texturing and image-to-3D models emit the maps instead (Tripo 3.0 Texturing, Tencent Texture Edit, Meshy 7 Retexture); enable the PBR toggle found via model_schema_get. Retexturing a full mesh is a 3D-to-3D pipeline: see scenario-3d, and scenario-meshy for the Meshy retexture contract.recommend with the user's own words as prompt ("seamless tileable weathered brick"), pick the seamless generator (e.g. model_scenario-texture).model_schema_get model_id="model_scenario-texture".model_run with parameters={"prompt": "weathered red brick wall, moss in the mortar joints", "width": 1024, "height": 1024, "eraseSeam": true, "seed": 42}. For a themed pack, price the batch with dry_run=true first, then launch the runs with wait=false.jobs_wait with job_ids=["job_..."] (the ids returned by model_run). A ~180s timeout is not an error: re-call with the returned pending_job_ids as job_ids, never a second model_run. Then asset_display the output asset.seed and an edited prompt, or add referenceImages=["asset_..."] to lock a style.recommend with capability="img2img" and the user's own words as prompt ("upscale this texture without breaking the tile"), hold the pick to tiling preservation (a generic upscaler breaks the repeat), model_schema_get it, then model_run with the image and the factor and preset fields the schema names (at authoring time the texture upscaler took upscaleFactor: 2 and preset: "precise"), raising the factor only deliberately: cost follows output pixels, and this leg can only be dry_run-priced once its input asset exists, so a two-step chain is never priced up front.asset_download the final asset for engine import.model_schema_get: parameter names differ per model and most models reject an empty payload.© 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
Just SKILL.md in skills/scenario-textures of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario 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 |
|---|---|---|---|---|---|---|
| Scenario Textures this skillscenario-labs/skills | 946 | — | ~2k | Automated safety check: Pass | MIT | |
| Make Imagesglifxyz/glif-mcp-server | 213 | — | ~931 | Automated safety check: Pass | MIT | |
| Fal AI Generationwitnesstodark/mr-mak-workspace | 347 | — | ~1k | Automated safety check: Notes | MIT | |
| Web Visualsglifxyz/glif-mcp-server | 213 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 213 | — | ~831 | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 |
glifxyz/glif-mcp-server
Make new still images from a brief with Glif and save them to a folder: concept art, a series of variations, mockups, posters, illustrations, wallpapers, reference boards or any picture that isn't…
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
glifxyz/glif-mcp-server
Make images, textures, illustrations and background video for a website or app you are building, with Glif, and wire them into the code.
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…
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…. Scenario Textures is an agent skill from scenario-labs/skills. Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines.
Scenario Textures fits situations like: A task involves game textures; materials through the Scenario MCP: seamless; tileable textures; themed texture packs (brick.
Run `npx skills add scenario-labs/skills --skill scenario-textures -a claude-code`. Or copy the skill folder (skills/scenario-textures in scenario-labs/skills) into .claude/skills/scenario-textures in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-textures -a codex`. Or copy the skill folder (skills/scenario-textures in scenario-labs/skills) into .agents/skills/scenario-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 scenario-labs/skills --skill scenario-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/scenario-textures, .gemini/skills/scenario-textures, .github/skills/scenario-textures and .opencode/skills/scenario-textures in your project.
Going by SKILL.md and its folder, Scenario Textures needs the command-line tools its instructions call (npx). Our summary lists: Node.js.
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.
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.
Scenario Textures is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 8.1k 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 Scenario Textures: Make Images (glifxyz/glif-mcp-server, 213 stars), Fal AI Generation (witnesstodark/mr-mak-workspace, 347 stars), Web Visuals (glifxyz/glif-mcp-server, 213 stars) and Game Assets (glifxyz/glif-mcp-server, 213 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.