Agent Skillscalesthio/OpenMontage › 3d-asset-generation

3d-asset-generation

GitHub

用于生成、重建和质检3D资产,通过Atlas、fal.ai及Blender处理网格,确保符合生产标准的纹理与几何质量。

.agents/skills/3d-asset-generation/SKILL.md calesthio/OpenMontage

Trigger Scenarios

需要真实3D模型而非占位符 根据文本或图像生成3D资产 对生成的3D资产进行几何与材质质检

Install

npx skills add calesthio/OpenMontage --skill 3d-asset-generation -g -y
More Options

Non-standard path

npx skills add https://github.com/calesthio/OpenMontage/tree/main/.agents/skills/3d-asset-generation -g -y

Use without installing

npx skills use calesthio/OpenMontage@3d-asset-generation

指定 Agent (Claude Code)

npx skills add calesthio/OpenMontage --skill 3d-asset-generation -a claude-code -g -y

安装 repo 全部 skill

npx skills add calesthio/OpenMontage --all -g -y

预览 repo 内 skill

npx skills add calesthio/OpenMontage --list

SKILL.md

Frontmatter
{
    "name": "3d-asset-generation",
    "description": "Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender."
}

3D Asset Generation

Use this skill when a production needs real meshes rather than primitive stand-ins. It complements threejs-world-generation: that skill owns semantic world planning; this skill owns how unique and repeated meshes enter the world with provenance.

Route by asset role

Need Tool Model/path Why
Repeated vegetation, rocks, generic props threejs_asset_catalog CC0 Kenney catalog Free, coherent, instancing-friendly
Unique object described in words atlas_3d tripo-h3.1/text-to-3d Direct textured/PBR GLB with seeds and face limit
Object matching a concept image fal_3d Hunyuan 3D v3.1 Rapid image-to-3D Better silhouette/style conditioning from one image
Several objects extracted from one regional composition fal_3d SAM 3D Objects Individual and combined GLBs plus placement metadata
Terrain, composition, lighting, camera, final frames blender_world Blender 4.5 LTS / Eevee Next Scene-level control; generated-asset APIs are not world renderers

Never ask a text-to-3D model to generate a whole cinematic world in one mesh. Generate hero objects, use licensed catalogs for high-volume scatter, and assemble everything in Blender from a semantic specification.

Paid-call discipline

Before every first provider call, state the exact provider, model, operation, estimated unit cost, and number of requested outputs. Generate one sample before a batch. As of 2026-08-13:

  • Atlas Tripo H3.1: $0.22 untextured; $0.33 standard textures; $0.44 HD textures; detailed geometry adds $0.22; quad mesh adds $0.055.
  • fal Hunyuan 3D v3.1 Rapid: $0.225 per generation; PBR adds $0.15.
  • fal SAM 3D Objects: $0.02 per reconstruction.

Pricing changes. Confirm the provider page before quoting or running a batch.

Asset prompt contract

Each request describes one isolated object, not a shot:

  1. Name the object and silhouette.
  2. Specify construction materials and visible wear.
  3. Specify the project's art style and color constraints.
  4. State scale and orientation.
  5. Exclude ground plane, backdrop, extra objects, labels, and lighting rigs.

For image-to-3D, use a simple background and make the object occupy more than half the frame. Request PBR only for assets close enough to benefit from it.

Mandatory mesh QA

Do not approve from the provider thumbnail alone. Import the downloaded artifact into Blender and inspect:

  • front, rear, and silhouette;
  • geometry holes and floating pieces;
  • ground contact, scale, and orientation;
  • UV seams and missing texture slots;
  • base-color, roughness, metallic, and normal response;
  • triangle count and whether the intended camera distance justifies it.

Record provider, model id, prompt, seeds, source page, cost, and output path in the asset provenance manifest. Failed samples remain failed; do not silently swap provider or spend on another model.

Assembly normalization is mandatory

Provider and catalog GLBs rarely share units, origins, or up-axis assumptions. Never compensate with arbitrary scene-level scale guesses. The Blender assembly spec declares target_height; the renderer measures the imported bounding box, normalizes to that target, and offsets the bounding-box floor to the sampled terrain height. Review the resulting real-world scale and ground contact.

Repeated scatter must declare semantic exclusion_zones around settlements, roads, rivers, landmark apertures, and hero camera sightlines. Density that occludes the subject is not production detail. Waterways and paths must use flat terrain-following ribbons; beveled 3D curves read as pipes from aerial cameras.

Landmarks whose reveal timing matters declare visibility windows in the scene spec. Camera occlusion remains preferred for natural reveals, but deterministic visibility keys are the hard guarantee for approved timing.

World fidelity budget

A reference-grade region needs three simultaneous density layers:

  • macro: authored terrain silhouettes, waterways, paths, settlements;
  • meso: hero buildings, bridges, cliffs, canopy clusters, props;
  • micro: ground cover, rocks, flowers, debris, material breakup.

The asset gate must show global, regional, and walk-height Blender stills. A wide aerial alone can hide broken contacts; a walk shot alone can hide an empty world. Primitive-only previews must be labeled blockout and cannot pass as a production-fidelity review.

For a final animation, render a small bounded frame range first and measure the per-frame time. Choose the full-render resolution from that measurement rather than intuition, render a numbered PNG sequence, and call blender_world with resume: true after interruption so it starts at the first missing frame.

Version History

  • 1bab711 Current 2026-08-19 22:15

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