3d-asset-production
Use this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. It covers requirements, topology repair, scale and axes, UVs, PBR baking, LODs, static and skeletal readiness, rig handoff, optimization, glTF/USD/FBX delivery, validation, QA, and rights/provenance. Do not use it for provider-specific generation prompts, full scene/world building, mocap operation, or exact CAD/manufacturing work.
npx skills add calesthio/generative-media-skills --skill 3d-asset-production --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
What it does
Finishes an asset so it can be used by other artists, engines, viewers, marketplaces, or renderers. Outputs a documented, validated asset package with predictable geometry, scale, materials, texture maps, LODs when needed, and provenance. It handles asset prep, retopology, cleanup, optimization, baking, UVs, PBR textures, LODs, rig handoff, static and skeletal readiness, and delivery to formats like GLB/GLTF/USD/FBX, with QA and rights/provenance considerations.
How it works
- Start by defining the asset consumer and target delivery contract, gathering requirements such as asset role, target pipeline(s), format set, runtime budget, spatial and material contracts, animation terms, and rights. Treat unknowns as risk and propose baselines when budgets aren’t specified.
- Apply the intake triage to classify the source (generated, captured/scanned, modeled) and choose a repair path (topology, UVs, baking, or optimization as appropriate).
- Perform geometry/topology repair: remove duplicates, fix non-manifold edges, correct normals, preserve silhouette details, and ensure boundaries and seams are intentional.
- Decide on retopology vs. decimation based on deformation needs and runtime targets; bake details from high-poly sources into runtime maps.
- Build or rebuild UVs with a strategy aligned to asset role (hero, tiled, mirrored, modular, scanned), and perform UV QA for overlaps, padding, and texel density.
- Prepare scale, axes, origin, pivots, and naming: set unit basis, document real dimensions, define up/forward axes, establish pivot/origin points, and assign stable, ASCII names.
- Bake PBR textures and create LODs as required, ensuring compatibility with target formats (glTF/USD/FBX) and validating assets in the intended runtime.
- Validate the asset through importer/export checks and QA steps; deliver an asset package with provenance and licensing notes.
When to use it
Use when the user requests asset prep, retopology, cleanup, optimization, baking, UVs, PBR textures, LODs, rig handoff, static or skeletal readiness, game-ready or web-ready assets, or export to GLB/glTF/USD/FBX, DCC-to-engine delivery, or QA of a 3D model.
# 3D Asset Production This skill is for finishing an asset so another artist, engine, viewer, marketplace, configurator, game, AR app, or renderer can actually use it. The input may be generated mesh output, photogrammetry, NeRF/GSplat-derived mesh, scan cleanup, sculpt, CAD-derived polygon export, hand-modeled geometry, or a kitbashed draft. The output is a documented, validated asset package wit
What does the 3d-asset-production skill do?
Use this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. It covers requirements, topology repair, scale and axes, UVs, PBR baking, LODs, static and skeletal readiness, rig handoff, optimization, glTF/USD/FBX delivery, validation, QA, and rights/provenance. Do not use it for provider-specific generation prompts, full scene/world building, mocap operation, or exact CAD/manufacturing work.
How do I install it?
Run `npx skills add calesthio/generative-media-skills --skill 3d-asset-production --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From calesthio/generative-media-skills, a repository with 112 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.