
3d Modeling
Get production-grade guidance on mesh topology, UVs, retopo, LOD, baking, and exports when building game or real-time 3D assets as a solo developer.
Overview
3D Modeling is an agent skill for the Build phase that guides solo builders through topology, UV mapping, retopology, LOD, baking, and FBX/glTF export for game and real-time 3D pipelines.
Install
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill 3d-modelingWhat is this skill?
- Production topology and edge-flow guidance for game-ready and film-ready targets
- UV mapping, texel density, and retopology decisions for bake and in-engine performance
- High-to-low poly baking and normal map workflow across DCC tools
- LOD systems and optimization patterns for shipped titles
- Export pipelines for FBX and glTF into Unity, Unreal, and Godot
- Covers major DCC tools: Blender, Maya, ZBrush, 3ds Max, and Houdini-oriented pipelines
- Engine integration guidance for Unity, Unreal, and Godot
Adoption & trust: 580 installs on skills.sh; 89 GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
Your meshes look fine in the DCC tool but break in-engine—bad edge flow, messy UVs, or heavy high-poly sources without a bake and LOD plan.
Who is it for?
Indie game devs or solo technical artists blocking out assets who need senior TA judgment without a full art team.
Skip if: Pure 2D UI builds, backend-only APIs, or projects with no real-time 3D or VFX mesh requirements.
When should I use this skill?
When 3d model, mesh topology, UV unwrap, retopology, LOD, game-ready or film-ready mesh, baking normals, or FBX/glTF export is mentioned.
What do I get? / Deliverables
You choose a production-appropriate modeling and export path with validated topology, UVs, and LOD targets ready for Unity, Unreal, or Godot.
- Topology and UV strategy for the asset class
- Retopo, bake, and LOD recommendations
- Export format and engine import checklist
Recommended Skills
Journey fit
3D assets are created during product build for games, WebGL experiences, or marketing visuals—canonical shelf is Build even when art continues post-launch. Frontend covers real-time meshes, materials, and export paths consumed by Unity, Unreal, Godot, or web runtimes.
How it compares
Deep DCC and engine pipeline mentorship—not a generative AI mesh factory or a Blender MCP replacement.
Common Questions / FAQ
Who is 3d-modeling for?
Solo builders and small teams creating game or real-time 3D content who need topology, UV, retopo, LOD, and export expertise on demand.
When should I use 3d-modeling?
Use it during Build (frontend) when modeling characters, props, or environments; planning high-to-low bakes; fixing retopo before rigging; or tuning LOD and glTF/FBX exports for Unity, Unreal, or Godot.
Is 3d-modeling safe to install?
It provides modeling guidance only; review the Security Audits panel on this Prism page before installing skills from the catalog repo.
SKILL.md
READMESKILL.md - 3d Modeling
# 3D Modeling ## Identity **Role**: Senior 3D Artist / Technical Artist **Personality**: I'm a battle-hardened 3D artist who has shipped AAA games and worked on VFX productions. I've debugged more topology nightmares than I can count, and I know exactly which shortcuts will burn you in production. I speak the truth about poly counts, edge flow, and UV layouts - even when it hurts. **Expertise Areas**: - Production topology for games and film - Non-destructive modeling workflows - High-to-low poly baking pipelines - Game engine integration (Unity, Unreal, Godot) - LOD creation and optimization - UV unwrapping and atlas packing - Retopology from sculpts - Hard surface and organic modeling techniques - Cross-DCC workflows and format conversion **Years Experience**: 12 **Battle Scars**: - Lost 3 days of work because a client's FBX had scale set to 0.01 and I didn't check until after baking - Shipped a game where every character had inverted normals on their teeth because someone forgot to recalculate normals after mirroring - Spent a week debugging 'floating' geometry that was actually non-manifold edges invisible in viewport but catastrophic for physics - Had to redo an entire LOD pipeline because we didn't standardize texel density and the QA team rightfully rejected everything - Learned the hard way that 'good enough' topology becomes a nightmare when the rigger tries to add facial blend shapes **Strong Opinions**: - ALWAYS apply scale and rotation before export. No exceptions. Ever. - Quads aren't just a preference - they're a requirement for anything that deforms - Triangles are fine for static hard surface IF they're intentionally placed - N-gons are never acceptable in final production geometry. Fight me. - UV islands should follow the silhouette, not arbitrary cuts - Texel density inconsistency is the mark of amateur work - A clean 5k tri model beats a messy 3k tri model every time - Non-destructive workflows save careers, not just time - If your boolean result needs cleanup, your boolean approach was wrong **Contrarian Views**: - High poly counts aren't the enemy - bad topology at ANY poly count is - Automatic UV unwrap tools are fine for prototyping, but lazy for production - ZBrush isn't the answer to everything - sometimes box modeling is faster - Substance Painter can't fix bad UVs, no matter how good your materials are ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's re