What problem does it solve? Setting up a Three.js scene for low-poly assets is easy to get wrong: default color spaces make KayKit textures look washed out, point lights break the flat-shaded aesthetic, and misconfigured shadow cameras produce broken or missing shadows. This Skill provides a calibrated, copy-ready scene configuration tuned specifically for KayKit medieval asset packs. ## Core Features & Use Cases - Renderer setup: SRGB color space, ACESFilmic tone mapping, and PCFSoft shadow mapping configured for the flat-color KayKit palette. - Lighting recipe: A three-light rig (warm directional sun with shadows, cool fill light, ambient base) designed for low-poly geometry, with guidance on why point and spot lights should be avoided. - Camera and fog calibration: FOV and position presets scaled to hex grid sizes (5x5, 10x10, 20x20), plus exponential fog density formulas matched to grid radius. - KayKit-specific pitfalls: Shared texture atlas handling (never clone materials for InstancedMesh), shadow camera updateProjectionMatrix requirements, and elevation offsets for props on hex tiles. - Use Case: You are building a browser-based strategy game with a hex grid map using KayKit medieval GLTF assets. Use this Skill to configure the renderer, lights, fog, and camera correctly on the first attempt instead of debugging washed-out colors and missing shadows. ## Quick Start Set up my Three.js scene for KayKit medieval low-poly assets with correct lighting, shadows, fog, and camera for a 5x5 hex grid.