What problem does it solve? Filling a 3D game scene with natural vegetation, rocks, and other organic props is slow and expensive when done by hand, and AI-generated meshes often look wrong on hard-surface objects. This Skill exploits the fact that organic shapes tolerate AI generation artifacts, giving you a low-cost, low-failure workflow for populating scenes with trees, boulders, mushrooms, coral, vines, and crystals. ## Core Features & Use Cases - Prompt patterns for organic generation: Ready-made prompt templates per asset type (pine tree, boulder, glowing mushroom, alien plant, coral, crystal, vine) with the isolated-object suffix that prevents fused or scene-attached meshes. - Polycount and engine guidance: Target triangle counts per use case (hero tree, background filler, billboard imposter) plus wiring recipes for MeshInstance3D, MultiMeshInstance3D scatter, collision, and LOD billboards in Summer Engine. - Variation and batching strategy: Generate multiple distinct species or states instead of duplicating one mesh, with batched cost confirmation (~$0.30-0.50 per generation via trellis or hunyuan). - Use Case: A user says the forest level feels empty. The Skill generates 3 hero trees, 5 background trees, and 3 rock variants at low polycount, imports them as .glb files, and scatters hundreds of instances via MultiMeshInstance3D in a single draw call per species. ## Quick Start Ask your agent to generate five different low-poly rocks and scatter them across the scene using the organic-model skill.