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3d Modeling

  • 884 installs
  • 122 repo stars
  • Updated January 22, 2026
  • omer-metin/skills-for-antigravity

3d-modeling is a Claude skill that delivers production-grade 3D modeling guidance on topology, UV mapping, retopology, and export pipelines for developers building game-ready or film-ready assets.

About

3d-modeling is an expert Claude skill distilling production 3D workflows: polygon and box modeling, hard-surface and organic sculpting, retopology, UV unwrapping, LOD systems, normal baking, and export pipelines. It spans DCC tools including Blender, Maya, ZBrush, 3ds Max, and Houdini with guidance on edge flow, subdivision, low-poly and high-poly workflows, and game-ready versus film-ready standards. Developers and technical artists reach for 3d-modeling when mesh topology breaks deformation, UV seams cause artifacts, LOD chains are missing, or assets fail engine import. Triggers include retopo, UV mapping, subdiv modeling, ZBrush sculpting, and game-ready mesh preparation for interactive titles.

  • Distills years of AAA game and VFX production experience into actionable modeling advice
  • Covers topology, UV mapping, retopology, LOD systems, and high-to-low poly baking pipelines
  • Supports DCC tool workflows including Blender, Maya, ZBrush, 3ds Max, and Houdini
  • Provides guidance on game-ready and film-ready export pipelines for Unity, Unreal, and Godot
  • Focuses on non-destructive modeling, edge flow, texel density, and performance optimization

3d Modeling by the numbers

  • 884 all-time installs (skills.sh)
  • +29 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #461 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill 3d-modeling

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Listed on Skillselion
Installs884
repo stars122
Security audit3 / 3 scanners passed
Last updatedJanuary 22, 2026
Repositoryomer-metin/skills-for-antigravity

How do you create game-ready 3D mesh topology and UVs?

When they need expert guidance on creating production-quality 3D models, optimizing topology, UV mapping, and preparing assets for games or interactive experiences.

Who is it for?

Game developers and technical artists preparing real-time 3D assets who need production topology, UV, and pipeline guidance across major DCC tools.

Skip if: Developers seeking only 2D UI mockups, procedural terrain code, or shader programming without mesh authoring.

When should I use this skill?

The user asks about 3D modeling, mesh topology, UV unwrap, retopology, LOD, or game-ready asset pipelines.

What you get

Optimized mesh topology, UV layouts, LOD chains, baked normal maps, and engine-ready export files.

  • Topology and UV plans
  • LOD specifications
  • export pipeline guidance

Files

SKILL.mdMarkdownGitHub ↗

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 request conflicts with the guidance in these files, politely correct them using the information provided in the references.

Related skills

How it compares

Choose 3d-modeling for mesh and UV craft; use generative-media skills when the goal is AI-generated textures or images without manual topology work.

FAQ

Which DCC tools does 3d-modeling cover?

3d-modeling includes workflows for Blender, Maya, ZBrush, 3ds Max, and Houdini. Guidance spans polygon modeling, sculpting, retopology, UV mapping, LOD systems, and export pipelines for game and film use.

When should developers use the 3d-modeling skill?

3d-modeling applies when users mention 3D models, mesh topology, UV unwrap, retopology, subdivision, LOD, game-ready meshes, normal baking, or tool-specific modeling in Blender, Maya, or ZBrush.

Is 3d Modeling safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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