# 3d High Poly Models

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces...

- Repository: https://github.com/MengTo/Skills (7170 stars)
- Category: Media
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add MengTo/Skills --skill 3d-high-poly-models -g -a claude-code -y`
Codex: `npx skills add MengTo/Skills --skill 3d-high-poly-models -g -a codex -y`
Cursor: `npx skills add MengTo/Skills --skill 3d-high-poly-models -g -a cursor -y`
Gemini CLI: `npx skills add MengTo/Skills --skill 3d-high-poly-models -g -a gemini-cli -y`

## Description

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 3D High-Poly Models

Build the requested close-up detail into the model, then make it practical to render. Judge realism through silhouette, proportions, material response, and lighting as well as polygon count.

## Establish what the camera needs

Inspect the reference, intended hero angle, closest approach, orbit range, model scale, current mesh, and target hardware. Record the current triangle count and draw calls rather than labeling an asset high-poly from appearance alone. Keep a high-detail source/master when building new geometry so runtime optimization remains reversible.

Separate detail into three scales:

- **Silhouette:** outer contours, root flares, carved edges, folded fabric, roof curvature. Use geometry.
- **Surface form:** bevels, dents, joints, raised seams, deep cracks. Use geometry or justified displacement when the view reveals parallax and shadow shape.
- **Microdetail:** grain, pores, shallow scratches, fiber structure. Use material maps unless the extreme close-up actually resolves geometry.

Use the project's modeling tools or asset pipeline. Match real dimensions and proportions first, then add adaptive subdivisions, support topology, sculpting, or appropriately licensed scans. A dense mesh with incorrect proportions remains incorrect.

## Model for believable close-ups

Give manufactured edges a plausible bevel so they catch highlights. Preserve designed hard edges while smoothing curved surfaces; do not smooth every normal or indiscriminately weld UV seams. Recompute or preserve normals/tangents according to the modeling/export pipeline.

Spend curve segments where projected curvature is visible. Increase them around hero rims, roof silhouettes, and tight bends; use fewer on tiny distant parts. Check subdivision boundaries for pinching and displacement for cracks or detached surfaces.

The rest: https://github.com/MengTo/Skills/blob/HEAD/agent-skills/3d/3d-high-poly-models/SKILL.md
