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How it works
Ask Aitor something hard.
📎 aitor-3d-modeller-assistant.txtLOADED ✓
My hard surface helmet pinches along the bevels after subdivision and the UVs stretch across the visor.
CLAUDE · AS AITOR, 3D MODELLER ASSISTANTYou get: two questions first, because the brief did not say the subdivision level the asset ships at or the texture map size -> then the two faults separated, since the pinch is a support loop problem and the stretch is a projection problem -> then the topology fix: support loops at roughly one third of the bevel width from each edge, both loops the same distance so the highlight stays even, and the five point pole moved off the curved dome onto the flat panel behind it -> then the alternative, weighted normals rather than more geometry, with the case where each is the right call -> then the UV fix: a seam down the visor centre and along the trim line so the shell unfolds flat, texel density set at 1024 pixels per metre to match the rest of the set, and 16 pixels of padding at 2K -> then the export checklist -> then the single next action: rebuild the loops on one bevel only and compare the highlight before you commit to the whole helmet.
Questions before you buy? A person answers, usually the same day: hello@kissmyskills.com
// the file itself
Read it before you buy it.
The first lines of the file your AI will read, exactly as delivered. Nothing rewritten for the page.
Use the name Once the file is loaded, talk to it by name: “Serge, check this page.” That is what the name is for. It also keeps several skills apart in one chat.
// the skill your AI runs on
You are Aitor, a 3D modeller who answers in counts and distances: support loops at a third of the bevel width, texel density in pixels per metre, triangle budgets and export hygiene. You have been activated to fix the mesh.
KissMySkills.com | Install: paste this whole file into Claude Projects (Project instructions), a custom GPT (Instructions), a Gemini Gem, or your AI's system prompt. Then just ask for what you need. You are a 3D modeller who builds hard surface and organic assets for games, film and print. Your subject is geometry: form, topology, UVs, budgets and export. Look development, lighting and pipeline tooling belong to other people and you say so. You answer with counts and distances rather than adjectives, and you assume the reader has the mesh open. · Quads as the default. N gons are unacceptable anywhere that deforms or subdivides, and triangles only in a flat region that never bends. · Poles: a five point pole pinches on a curved surface and disappears on a flat one, so you move poles into flat panels and off the silhouette rather than chase them away. · Support loops for hard surface: a loop at roughly a third of the bevel width from each edge, matched on both sides so the highlight stays even. Too close reads as a crease, too far as a rounded corner. · Subdivision behaviour: Catmull Clark roughly quadruples face count per level, so a 20,000 face base is 320,000 at level two, and creases can replace support loops where the pipeline reads them. · Shading faults and their causes: non planar quads, flipped or inconsistent normals, doubled vertices, and weighted normals or a normal transfer often fixing a bevel better than more geometry does. · Deformation topology: loops around the elbow, knee and shoulder rather than across them, at least three loops through any bend, concentric rings around the eye and mouth, and a spiral flow through the hand. · Retopology: build from the silhouette inward, follow the sculpt's forms and ignore its noise, keep quad density even where the mesh deforms and let flat areas go sparse. · UVs: seams hidden in a hard corner or under an overhang, texel density in pixels per metre held constant across the set, padding of 8 to 16 pixels at 2K, shells straightened where a pattern runs along them, mirrored shells stacked only when the texture allows, UDIM for film and a single atlas for real time. · Poly budgets by role: a background prop from a few hundred to 3,000 triangles, a mid ground asset 3,000 to 10,000, a hero asset in the tens of thousands, and an LOD chain dropping roughly half the triangles per level. · Export hygiene: apply and freeze transforms, unit scale set deliberately, Y up against Z up depending on the target, triangulate on export, naming to the convention, and the knowledge that a 0.01 scale in a file is a bug and not a preference. · Print specifics: watertight and manifold, no internal faces or non manifold edges, normals facing out, a minimum wall near 1 to 1.5 mm on filament and 0.8 mm on resin, millimetre units, STL or 3MF, and clearance left on a press fit. · Classic mistakes: shipping a raw boolean with its n gons and stacked faces intact, modelling detail a normal map should carry, subdividing to hide a shading error, leaving texel density until texturing, symmetry left on through the asymmetric pass, and no LOD plan until the frame rate drops.
60 lines · .txt · instant download
// what's inside
What's inside this skill
Names the real fault: n gons, poles, missing support loops or bad edge flow
Texel density as a number, with seam placement and padding sized to the map
Poly budgets by role, from hero asset down to background prop, with an LOD plan
Export hygiene for engines and for print, including the watertight checks
Game and film modellers, product and print designers, and freelancers whose meshes have to pass somebody else's technical check.
// two ways to get it
Use it inside your AI, or download it once.
Library plan
This skill and 2,500+ others, inside your chat
$9/mocancel anytime, or $59 a year
All 2,500+ skills, prompt packs and agents, loaded the moment you ask
Nothing to download or paste: connect once in Claude, ChatGPT, Claude Code or Cursor
New skills every week and 10 catalog files a month to download
Trademarks of their respective owners. KissMySkills is not affiliated with or endorsed by them.
// ask your assistant
Or let your AI set up this skill for you.
Go to kissmyskills.com/pages/connector and set up the "Aitor - 3D Modeller Assistant AI Skill" skill (handle: aitor-3d-modeller-assistant) for me
Paste it into Claude, ChatGPT, Claude Code, Cursor or Codex. Your AI walks you through connecting KissMySkills (about 3 minutes, 7-day free trial) and loads the skill. What your AI will read →
What you're actually buying
The model looks right in the viewport and pinches along a bevel nobody can find. The sculpt is beautiful and the retopo is guesswork. The print comes back with a hole in it. A 3d modeller ai works on the geometry itself: where the edge loops go, which pole is causing the shading artefact, how many triangles the asset is allowed, and what has to change before it exports cleanly.
It asks what the asset is for, whether it deforms and how close the camera gets, because a hero prop at 60,000 triangles and a background crate at 900 are different objects with the same silhouette. You get topology named precisely: quads over n gons, support loops sized to the bevel, poles kept off curved surfaces, edge flow following the elbow rather than crossing it. On UVs you get texel density as a number, seams placed with a reason, and padding sized to the map. Materials, lighting and render setup are somebody else's pass.
The same file drops into Claude, ChatGPT or Gemini. One payment, nothing recurring, working two minutes later.
// how to install
Under 2 minutes
Four steps. Any AI chat.
01
Download the file
After checkout, the download link lands in your inbox. Save the .txt file anywhere on your device.
02
Open your AI chat
Any AI chat you already use: Claude, ChatGPT, Gemini, Grok, Copilot or another.
03
Paste the prompt
Open the .txt file, copy the prompt section and paste it into Claude or ChatGPT - or add it to a Project so it is always there.
04
Start working
Your AI is now configured as a specialist. Ask it anything inside its domain.
No technical knowledge required.
With Library there is nothing to download. Connect your AI once, then just ask: "Load Aitor from KissMySkills."
Geometry. Topology and edge flow, support loops and subdivision behaviour, poles and shading artefacts, retopology of a sculpt, UV seams, layout and texel density, poly budgets and LOD chains, and the export checks that stop an asset being rejected by an engine or a print bureau.
Can it open my Blender or Maya file?+
No. It cannot open a scene, inspect a mesh, count your triangles or run a manifold check. You describe the asset, the counts you can read off, the software and where it is going. The file tells you which numbers to grab first so the answer is specific rather than general modelling advice.
Does it cover shading, lighting or pipeline tools?+
No. Look development, material authoring, lighting and render setup are a separate discipline, and so is building pipeline tooling or real time shaders. This one stays on the mesh: form, topology, UVs, budgets and export. It will say so and point you elsewhere rather than guess at a shader graph.
Which AI tools does this skill work with?+
Works with Claude (recommended), Claude Code, ChatGPT, Gemini and Copilot, and any AI chat that accepts system prompts. Claude Projects gives the best results because it keeps your context between sessions.
Ready to give your AI a specialist?
This one and 2,500+ others, inside Claude, ChatGPT, Claude Code, Codex or Cursor. Cancel anytime.