nave-3d-game-ready

Creates game-ready 3D spaceship models using Qwen-Image multiview references and Blender hard-surface modeling.

Updated Jul 18, 2026
One-click install
npx skills add https://github.com/devlitus/space-flight---combat-simulator --skill nave-3d-game-ready-devlitus
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: nave-3d-game-ready
Source: https://github.com/devlitus/space-flight---combat-simulator/tree/main/.codex/skills/nave-3d-game-ready
Command: npx skills add https://github.com/devlitus/space-flight---combat-simulator --skill nave-3d-game-ready-devlitus

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Producing a coherent 3D spaceship asset that matches a game's existing 2D design is difficult: AI-generated single-image meshes have wrong silhouettes, inconsistent views, and fake textures. This Skill provides a free, local pipeline that turns a ship design into multiview references, a properly modeled Blender mesh with PBR materials, and exportable GLB and Canvas-compatible sprites. ## Core Features & Use Cases - Multiview reference generation: Uses Qwen-Image-Edit in ComfyUI to produce consistent top, side, front, and rear orthographic views from a master image, with fixed seeds and quality gates. - Blender hard-surface production: Guides manual modeling with Mirror, Boolean, Bevel, and weighted normals, plus UV mapping and full PBR material sets (base color, metallic, roughness, normal, AO, emission). - Game-ready export: Produces a verified GLB for assets/models/ and public/models/, plus an orthographic top-down transparent sprite compatible with the game's Canvas renderer. - Use Case: You want to turn the AX-11 Vanguard's 2D Canvas silhouette into a real 3D asset. The Skill walks you through generating matching orthographic views, modeling the hull in Blender, baking PBR textures, and exporting a GLB and sprite that match the original design. ## Quick Start Use the nave-3d-game-ready skill to create a 3D model of the RX-7 Reaper ship consistent with its in-game Canvas silhouette, exporting both a GLB and a top-down sprite.

Frequently Asked Questions about nave-3d-game-ready

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

FAQPage Schema
How do I create a 3D spaceship model from a 2D game design?▼

Generate consistent orthographic views with Qwen-Image-Edit in ComfyUI, then model manually in Blender using those views as reference planes. Finish with UV mapping, PBR materials, and export to GLB plus a top-down sprite.

How to generate consistent multiview images with Qwen-Image?▼

Use Qwen-Image-Edit 2511 at 1328x1328 with 50 steps, CFG 4.5, and a fixed seed across the series. Start from a master three-quarter image, then generate top, side, front, and rear views one at a time, never as a single four-view sheet.

Can I use Hunyuan3D output as the final textured model?▼

No. A shape-only Hunyuan3D mesh is not a finished asset and must not be presented as a textured model. It can only serve as a volumetric guide or retopology base; Blender manual modeling is the reliable free fallback.

What axis convention does Blender spaceship modeling use here?▼

The convention is bow at +X, starboard at -Y, and up at +Z, with units in meters. This matches the game's Canvas silhouettes, whose local front points toward +X, and the Mirror modifier uses the Y axis.

What is the triangle budget for a game-ready hero ship?▼

A hero ship targets 30,000 to 50,000 triangles at LOD0. When multiple distances are needed, create LOD1 at 50 percent and LOD2 at 15 to 20 percent, prioritizing silhouette over small panel details.

Why do my generated orthographic views not match each other?▼

Views mismatch when engine counts, wing outlines, or proportions drift between generations. Overlay views with width, length, and height guides, and correct gradually: silhouette first, then modules, then materials.