organic-model

Generate organic 3D shapes like trees, rocks, and crystals via AI 3D generation tools.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill organic-model-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: organic-model
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/organic-model
Command: npx skills add https://github.com/SummerEngine/summer --skill organic-model-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about organic-model

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

FAQPage Schema
How do I generate low-poly trees and rocks for a game scene?

Use summer_generate_3d with a species-specific prompt ending in "white background, isolated object", the trellis model, and a target_polycount around 2000 for background assets. Import the result as a .glb and scatter copies with MultiMeshInstance3D.

Trellis vs Hunyuan for AI 3D model generation?

Trellis is faster and recommended when generating many organic assets at once, since quality differences are barely visible on irregular shapes. Hunyuan produces higher quality and suits hero pieces; the legacy meshy model should be avoided.

Why does generating "a forest" as one prompt fail?

A single forest prompt returns one fused mesh of multiple trees, which cannot be placed or scattered individually. Generate one species per prompt, then scatter instances in the engine using MultiMeshInstance3D for a single draw call per species.

When should I not use AI generation for organic 3D models?

Avoid it for characters (use character-model for rigging), vehicles and hard-surface props, tileable ground textures, and animated organics that need bones or shape keys. A single hero centerpiece tree is also better handled by prop-model with higher polycount.

How do I render a large forest without hurting frame rate?

Cap background organics near 2000 triangles, scatter them with MultiMeshInstance3D so each species costs one draw call, and swap distant trees to Sprite3D billboard imposters beyond roughly 50 meters. Skip collision on scenery the player cannot reach.