What problem does it solve? High-resolution 3D materials often look blurry up close, shimmer at grazing angles, or blow up download size and GPU memory. This Skill provides a workflow for choosing texture resolution from actual camera views, building coherent PBR map sets, and delivering detail progressively without wasting bandwidth or VRAM. ## Core Features & Use Cases - View-driven resolution planning: Estimate required texture size from hero surfaces, nearest camera distance, and projected pixel coverage instead of defaulting to 4K or 8K everywhere. - Coherent PBR material setup: Correct color-space handling for base color, normal, roughness, metalness, AO, and HDR maps, plus grain direction, texel density matching, and normal-map seam checks. - Sampling and delivery optimization: Mipmap and anisotropic filtering guidance, foliage alpha bleed across mip levels, progressive loading with placeholders, KTX2/Basis GPU compression, and texture disposal to control memory. - Use Case: You are building a Three.js architectural walkthrough where wood and stone surfaces must hold up in close-up shots. Use this Skill to size each map from its on-screen coverage, configure anisotropic filtering for floors, and schedule texture upgrades as the camera approaches each room. ## Quick Start Use the 3d-high-resolution-textures skill to improve this scene's close-up materials while keeping download size and GPU memory under control.