What problem does it solve?
Sourcing real 3D meshes for cinematic worlds is slow and error-prone: text-to-3D providers vary in cost and quality, generated GLBs arrive with inconsistent scale and orientation, and thumbnails hide broken geometry. This Skill routes each asset need to the right provider, enforces cost discipline, and mandates Blender-based QA before assets enter a production world.
Core Features & Use Cases
- Provider Routing: Maps asset roles to the right tool—CC0 Kenney catalogs for repeated scatter, Atlas Tripo H3.1 for text-to-3D, fal Hunyuan 3D for image-to-3D, SAM 3D Objects for multi-object reconstruction, and Blender for terrain and final assembly.
- Cost & Provenance Discipline: Requires stating provider, model, unit cost, and output count before paid calls, and records prompts, seeds, and costs in an asset provenance manifest.
- Mandatory Mesh QA: Inspects imported GLBs in Blender for holes, scale, ground contact, UV seams, and PBR response, with normalization to declared target heights and exclusion zones for scatter.
- Use Case: A production needs a hero windmill plus hundreds of trees for a region. Generate the windmill via Atlas text-to-3D, pull trees from the CC0 catalog, validate both in Blender, then assemble with terrain-following scatter that respects settlement exclusion zones.
Quick Start
Use the 3d-asset-generation skill to generate a textured hero prop from a text prompt, validate the mesh in Blender, and assemble it into the world scene with provenance recorded.