3d-asset-generation

Generate, validate, and assemble production 3D assets using Atlas Cloud, fal.ai, and Blender.

1|Updated Aug 28, 2026
One-click install
npx skills add https://github.com/mooch10/mochiptos --skill 3d-asset-generation-mooch10
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: 3d-asset-generation
Source: https://github.com/mooch10/mochiptos/tree/main/frontend/.agents/3d-asset-generation
Command: npx skills add https://github.com/mooch10/mochiptos --skill 3d-asset-generation-mooch10

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Producing real 3D meshes for OpenMontage worlds requires choosing the right generation provider, controlling paid API costs, and verifying mesh quality before assets enter a scene. This Skill routes each asset need to the correct tool and enforces QA and provenance tracking so primitive stand-ins never ship as production content. ## Core Features & Use Cases - Role-based provider routing: Directs repeated scatter props to the CC0 Kenney catalog, text-described objects to Atlas Tripo H3.1 text-to-3D, image-matched objects to fal Hunyuan 3D v3.1, multi-object reconstructions to SAM 3D Objects, and scene assembly to Blender 4.5 with Eevee Next. - Cost and QA discipline: Requires stating provider, model, unit cost, and output count before paid calls, generating one sample before batches, and inspecting meshes in Blender for holes, scale, UV seams, and PBR response. - Assembly normalization and fidelity budgets: Normalizes imported GLBs to declared target heights, grounds them on sampled terrain, enforces exclusion zones for scatter, and requires macro, meso, and micro density layers verified through global, regional, and walk-height renders. - Use Case: When building a cinematic region, generate a hero building via text-to-3D, scatter Kenney vegetation around settlement exclusion zones, assemble everything in Blender from a semantic spec, and render a bounded test frame range before committing to the full animation. ## Quick Start Use the 3d-asset-generation skill to generate a textured hero prop from a text prompt, validate the mesh in Blender, and assemble it into my world scene with provenance recorded.

Frequently Asked Questions about 3d-asset-generation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I choose between text-to-3D and image-to-3D generation?▼

Use Atlas Tripo H3.1 text-to-3D when the object is described in words and needs direct textured GLB output with seed control. Use fal Hunyuan 3D v3.1 image-to-3D when you have a concept image and need better silhouette and style conditioning from that reference.

What tool should I use for repeated vegetation and props in a 3D scene?▼

Use the CC0 Kenney catalog through threejs_asset_catalog for repeated vegetation, rocks, and generic props. It is free, stylistically coherent, and instancing-friendly, making it better suited for high-volume scatter than paid per-asset generation.

How much does Tripo H3.1 text-to-3D generation cost?▼

As of 2026-08-13, Atlas Tripo H3.1 costs $0.22 untextured, $0.33 with standard textures, and $0.44 with HD textures, plus $0.22 for detailed geometry and $0.055 for quad mesh. Confirm current provider pricing before running batches.

Why do generated 3D assets have wrong scale or floating origins in Blender?▼

Provider and catalog GLBs rarely share units, origins, or up-axis assumptions. The assembly spec declares a target_height, the renderer measures the imported bounding box, normalizes to that target, and offsets the bounding-box floor to the sampled terrain height.

Can a text-to-3D model generate an entire cinematic world in one mesh?▼

No. Text-to-3D models should generate individual hero objects only. Worlds are assembled in Blender from a semantic specification combining generated heroes, catalog scatter, and authored terrain, since generated-asset APIs are not world renderers.