threejs-image-generator

Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos, icons, GUI art, title and menu art, and marketing stills. Also use for direct image editing when the use

By majidmanzarpour · 1,892 installs

npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator

Source repository · Upstream listing

Three.js Image Generator The 2D layer for Three.js games: concepts, textures, decals, UI art, and the source images that feed threejs 3d generator for image to 3D. Resolve <this skill dir from the actual loaded skill file. Resolve sibling skills beside it first, then use the runner's discovered paths. Do not mix installed versions or assume a particular home directory. When to use Image to 3D references: characters, creatures, buildings, ships, cars, weapons, props, pickups, terrain modules. Texture and material references: terrain, road, rock, sand, metal, sci fi panels, trim sheets, decals, hazard labels, signs. Environment plates: skies, backdrops, city horizons, nebulas, menu backgrounds, parallax layers. UI art: logos, faction marks, icons, item cards, ability badges, cockpit decals, GUI panels, title art. Editing an existing image: style variants, cleanup, palette alignment, concept refinement. For premium graphics work with generation in scope, generate the high value 2D surfaces rather than defaulting to hand coded CSS and flat colors. Respect explicitly procedural art and external service restrictions. Choose assets from the game's design, not a fixed quota of logos, skies, or icons. API key The script reads api key or GEMINI API KEY . Keys never go in skill files, game code, or reports. Keys defined only in a shell profile can be absent from the process env. If the plain probe unexpectedly prints MISSING, use threejs game director/scripts/probe asset credentials.sh , which sources the profile and probes all three providers. Commands Run from the game project so output lands in it: Resolution: 1K for quick concepts, icons, and draft sheets · 2K (the default) for production references, image to 3D, textures, backgrounds, UI panels · 4K for hero splash art, high detail texture references, and large sky plates. Prompt patterns Image to 3D reference: Create a clean 3D generation reference image of [asset]. Centered single object, full object visible, plain light background, readable silhouette, clear material zones, game ready [genre/style], no motion blur, no cropped parts, no text. Riggable character or creature: Create a full body [T pose / A pose / side view creature] reference for 3D rigging: [details]. Symmetric stance, visible hands/feet/limbs, plain background, readable costume and anatomy layers, no weapon fused to hands. Texture or material: Create a seamless game texture reference for [surface]. Orthographic top down, PBR friendly albedo, clear material variation, no perspective, no baked strong shadows, [style details]. Logo, icon, or UI art: Create a crisp game UI [logo/icon/badge/panel] for [faction/item/ability]. Transparent friendly silhouette, high contrast at small size, [genre styling], no tiny unreadable text. Sky or background: Create a wide game background plate of [environment]. Layered depth, readable horizon, [time/weather/style], suitable behind a real time Three.js scene, no foreground subject. Integration Save concepts and image to 3D sources under assets/concepts/ ; textures, decals, icons, and GUI sources under assets/textures/ , assets/decals/ , or assets/ui/ . Hand image to 3D sources to threejs 3d generator by path. Convert PNGs to runtime formats deliberately: PNG where alpha matters (UI, icons, decals), JPG/WebP/KTX2 for larger opaque textures where the pipeline supports it. The API is a tooling step — never called from game code. Inspect the image before spending on image to 3D or dependent variants. Check how runtime images look in the game, not just that the file was written. Preserve useful existing images when the user changes requirements, and update the project note instead of regenerating everything. Recovery For coordinated games use the director's references/asset recovery.md . Missing credentials or exhausted credits permit an honest local alternative; a transient error does not. Distinguish invalid input and authentication from service failures. Do not blindly retry an uncertain paid generation: preserve existing files and reconcile the provider result first. This command has no Tripo style task resume interface. Continue independent game work while only the dependent image work is blocked. Report Prompt and purpose, output path, resolution, whether it was used directly, edited further, or handed to threejs 3d generator , and any remaining work such as compression, UV assignment, alpha cleanup, or atlas packing.