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SKILL verified MIT Self-run

Material Texture Generate

skill-frabcd-codex-ai-game-studio-material-texture-generate · by frabcd

Generate and validate tileable, color-managed PBR material sets for a specified engine shader and texel-density budget.

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Install

$ agentstack add skill-frabcd-codex-ai-game-studio-material-texture-generate

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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About

Material Texture Generate

Outcome

Create coherent material maps whose physical interpretation survives engine import.

Required inputs

  • surface brief and rights-cleared references
  • target shader workflow
  • resolution, texel density, tiling scale, and compression budget

Ask for missing information only when it changes the route materially. Otherwise state conservative assumptions and proceed with read-only analysis.

Workflow

  1. Define material class, real-world scale, lighting assumptions, map channels, color spaces, and packing convention.
  2. Choose a licensed generation route compatible with available hardware.
  3. Generate source maps without replacing existing project textures.
  4. Validate seamless tiling, albedo range, roughness response, normal orientation, height continuity, and channel packing.
  5. Preview on representative geometry under neutral and production lighting, then test engine import and compression.

Expected artifacts

  • material specification
  • source and packed maps
  • sphere and plane previews
  • engine material instance
  • provenance record

Workflow-specific gates

  • Treat base color as color data and linear maps as non-color data.
  • Never infer legal reuse from a reference image being publicly visible.
  • Flag baked lighting, inconsistent scale, edge seams, clipping, and implausible metallic values.

Production completion gate

Before recommending production use, complete and report all seven gates:

  1. Rights, consent, code/model/dataset/output license, and generation-provenance checks.
  2. Technical format, naming, scale, color, metadata, and target-import validation.
  3. Visual and temporal consistency review across representative views and states.
  4. Runtime memory, frame-time, draw-call, streaming, and asset-budget checks.
  5. Playability and interaction smoke tests in the target runtime.
  6. Screenshot, capture, diff, or artifact-regression evidence with reproducible settings.
  7. Human approval before replacing source assets or promoting generated output.

Unknown rights, missing consent, unsupported hardware, conflicting host adapters, or failed quality gates block production promotion. Preserve originals and make fallbacks explicit.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.