# 3d High Resolution Textures

Build sharp, physically coherent high-resolution materials for 3D rendering with...

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

## Description

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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

# 3D High-Resolution Textures

Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together.

## Choose resolution from the view

Identify hero surfaces, their nearest camera distance, projected pixel coverage, and target render scale. A texture need depends on visible UV coverage: if a surface spans 1200 physical pixels while showing half a tile, a roughly 2400-pixel-wide tile is a useful starting estimate. Inspect the result rather than assigning 4K or 8K to every map.

Use higher resolution for readable close-up albedo/normal details and lower resolution for smooth roughness or distant surfaces when they look equivalent. Match texel density across connected surfaces. Upscaling a small source cannot invent captured detail; obtain a better source or author appropriate procedural detail when necessary.

## Build a coherent PBR material

| Map | Role | Color interpretation |
| --- | --- | --- |
| Base color, emissive color | Surface color or emitted color | sRGB for ordinary PNG/JPEG/WebP color artwork |
| Normal, roughness, metalness, AO, height | Numerical material data | No color-space conversion |
| HDR lighting image | Radiance for environment lighting | Use the format/loader's linear HDR interpretation |

Keep lighting calculations linear and apply final output conversion once. Configure maps according to the material and renderer version; see [Three.js color management](https://github.com/mrdoob/three.js/blob/dev/manual/pages/color-management.html).

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