One-click install
npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill modeling-monumentalsystems
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: modeling
Source: https://github.com/MonumentalSystems/Atlas-Agent-Teams/tree/main/teams/3d-design/skills/modeling
Command: npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill modeling-monumentalsystems

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you turn 3D ideas into well-structured models by teaching fundamentals, topology discipline, and practical workflows for hard-surface and organic assets.

Core Features & Use Cases

  • Geometry & Topology Fundamentals: Understand vertices, edges, faces, normals, and clean quad-based topology for predictable results.
  • Modeling Workflows: Apply box modeling, sculpting, NURBS, procedural modeling, and photogrammetry approaches.
  • Hard Surface vs Organic Modeling: Use bevels/booleans and edge-loop strategy for hard objects, or sculpt + retopology and edge-flow techniques for deformable forms.
  • Subdivision & Edge Flow: Use subdivision surface concepts (e.g., Catmull-Clark) plus supporting edges, poles, and crease control for smooth yet controllable results.
  • UV-Friendly Modeling: Reduce UV distortion, plan seams, manage UV islands, and maintain consistent texel density for real-time or baked pipelines.
  • Real-Time vs Pre-Rendered Optimization: Balance polygon budgets, LODs, texture atlasing, and material efficiency against higher-fidelity cinematic workflows.
  • Common Mistakes Prevention: Avoid n-gons, non-manifold geometry, inverted normals, inconsistent scale, and UV issues like overlaps and distortion.

Quick Start

Use the modeling skill to plan a hard-surface or organic 3D model by specifying target use (real-time or pre-rendered) and requesting a topology, UV seam placement, and edge-flow strategy aligned to animation or deformation needs.

Frequently Asked Questions about modeling

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create clean topology for 3d modeling?

Clean 3d modeling topology relies on quad-based geometry, proper edge-flow, and pole management to ensure predictable subdivision and deformation. You must avoid common mistakes like n-gons and non-manifold geometry to maintain UV-friendly structure.

What is the best way to plan UV mapping seams for real-time models?

Planning UV mapping seams requires specifying your target pipeline and managing UV islands to maintain consistent texel density. Proper UV-friendly modeling reduces distortion and texture overlaps across real-time or baked assets.

How does subdivision surface modeling work for hard surface props?

Subdivision surface modeling uses Catmull-Clark algorithms with supporting edges and crease control to smooth hard surface props. This approach balances bevels and boolean operations with edge-loop strategy for controllable results.

Can I use the same 3d modeling workflow for organic characters and vehicles?

Organic characters require sculpt and retopology workflows with deformation-aware edge flow, while vehicles use hard surface techniques. Both share fundamentals like avoiding n-gons and maintaining consistent scale, but need different subdivision strategies.

How do I balance polygon budgets for real-time vs pre-rendered 3d models?

Balancing polygon budgets involves managing LODs, texture atlasing, and material efficiency for real-time pipelines, while pre-rendered models allow higher-fidelity cinematic workflows. You must specify your target use to determine the right optimization level.

Why does my 3d model have non-manifold geometry and UV distortion?

Non-manifold geometry and UV distortion occur when 3d modeling lacks topology planning and proper seam placement. Prevent these issues by maintaining quad-based topology, controlling edge flow, and verifying consistent scale before unwrapping.