threejs-image-generator — Claude Code skill: how to install
Generates and edits 2D game assets for Three.js using Google's Gemini image API. Prepares textures, UI art, and reference images for image-to-3D pipelines.
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a claude-codeWhat threejs-image-generator does
This skill runs generate_image.py via uv to query Google Gemini image API. It creates concept sheets, UI badges, and source images that feed threejs-3d-generator. Supplying an existing file via --input-image lets you adjust palettes or refine details without redrawing from scratch.
Resolution options include 1K for drafts, 2K by default for production references, and 4K for hero splash plates. The tool saves files into project directories such as assets/concepts/ or assets/textures/. Assets stay in development tooling. They never run inside production game client code.
Generation requires uv and an active GEMINI_API_KEY. If your API key lives only in a shell profile, the process might miss it, which makes running the probe command necessary before batch operations.
What it helps with
- generate reference art for image-to-3D pipelines
- produce tileable texture references without baked lighting
- render crisp UI badges, icons, and game logos
- tweak colors or details on existing concept images
Example prompts for the agent
- Generate a 2K reference concept of a sci-fi cargo ship for 3D modeling
- Create a top-down rock texture reference without strong shadows
- Edit assets/concepts/ship.png to add red racing stripes
How to install threejs-image-generator
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a claude-code2Manually: put the files in place
~/.claude/skills/threejs-image-generator/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-image-generator/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a codex2Manually: put the files in place
.agents/skills/threejs-image-generator/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a cursor2Manually: put the files in place
.cursor/skills/threejs-image-generator/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install majidmanzarpour/threejs-game-skills threejs-image-generator2Manually: put the files in place
.github/skills/threejs-image-generator/SKILL.md1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a gemini-cli2Platform CLI
gemini skills install https://github.com/majidmanzarpour/threejs-game-skills --path skills/threejs-image-generatorManually: put the files in place
.devin/skills/threejs-image-generator/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about threejs-image-generator
How do I install threejs-image-generator in Claude Code?
Run npx skills add majidmanzarpour/threejs-game-skills --skill threejs-image-generator -a claude-code in your terminal.
What does threejs-image-generator do?
It uses Google's Gemini image API to create and edit 2D textures, UI art, and reference images for Three.js games.
What credentials are required to run the script?
You need a GEMINI_API_KEY environment variable or the --api-key argument. Verify access using the uv run <this-skill-dir>/scripts/generate_image.py probe command.
Source text
SKILL.md · MIT
--- name: threejs-image-generator description: "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 user supplies an image path." --- # 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. ```bash uv run <this-skill-dir>/scripts/generate_image.py probe # GEMINI_API_KEY=SET|MISSING ``` 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: ```bash uv run <this-skill-dir>/scripts/generate_image.py \ --prompt "your image description" --filename assets/concepts/output.png --resolution 2K uv run <this-skill-dir>/scripts/generate_image.py \ --input-image assets/concepts/ship.png \ --prompt "battle-worn red racing livery with clearer material zones" \ --filename assets/concepts/ship-red-livery.png --resolution 2K ``` 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.
© majidmanzarpour · MIT · majidmanzarpour/threejs-game-skills