3d-asset-generation
Installation
SKILL.md
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.