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.