Threejs Image Generator
From threejs-game-skills by @majidmanzarpour · View on GitHub
Generate and edit 2D image assets for Three.js games using Google's Gemini image API. Use for concept sheets, image-to-3D inputs, texture references, sky/background plates, decals, logos, icons, GUI art, title/menu art, thumbnails, marketing stills, and source images that feed threejs-3d-generator. Also use for direct image editing when the user provides an image path.
This skill ships inside the threejs-game-skills package. Install the package to get this skill plus everything else in the bundle.
sv install majidmanzarpour/threejs-game-skillsThree.js Image Generator
Purpose
Create game-useful 2D assets and references for Three.js projects. This skill is the image-generation layer for the Three.js game system: it produces concepts, textures, decals, UI art, and 2D inputs that can be handed to threejs-3d-generator for image-to-3D model creation.
Provider: Google's Gemini image API.
Resolve <this-skill-dir> in the commands below in this order: ~/.claude/skills/threejs-image-generator, ~/.codex/skills/threejs-image-generator, ~/.agents/skills/threejs-image-generator, or repo skills/threejs-image-generator.
When To Use
Use this skill before procedural-only fallback when a Three.js game needs:
- 2D-to-3D reference images for
threejs-3d-generator: 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 images: skies, backdrops, city horizons, nebula plates, menu backgrounds, parallax layers.
- UI art: logos, faction marks, icons, item cards, ability badges, cockpit decals, GUI panels, title art.
- Existing-image edits, style variants, cleanup, palette alignment, or concept sheet refinements.
For premium/AAA/showcase graphics work, generate at least one relevant image for high-value 2D surfaces or image-to-3D inputs unless the credential probe or a real generation attempt shows a blocker.
API Key
Never store API keys in skill files or browser/game code, and never paste a key value into a report. The script reads --api-key or GEMINI_API_KEY.
Step 0, before declaring the key unavailable: run this skill's own probe and paste its literal output into the report.
uv run <this-skill-dir>/scripts/generate_image.py probe # prints GEMINI_API_KEY=SET|MISSINGGEMINI_API_KEY=MISSING is only a valid skip/blocker reason when this output is shown. Keys defined only in a shell profile can be absent from the process env; if the plain probe prints MISSING unexpectedly, wrap it: zsh -lc 'source ~/.zprofile 2>/dev/null || true; source ~/.zshrc 2>/dev/null || true; uv run <this-skill-dir>/scripts/generate_image.py probe'. When the director skill is loaded, prefer threejs-game-director/scripts/probe_asset_credentials.sh, which probes all three asset keys at once.
Tool Script
Run from the user's current project directory so output lands in the game project:
uv run <this-skill-dir>/scripts/generate_image.py --prompt "your image description" --filename assets/concepts/output.png --resolution 2KEdit an existing image:
uv run <this-skill-dir>/scripts/generate_image.py \
--input-image assets/concepts/ship.png \
--prompt "turn this into a battle-worn red racing livery with clearer material zones" \
--filename assets/concepts/ship-red-livery.png \
--resolution 2KResolution mapping:
1K: quick concepts, icons, draft sheets.2K: default production reference for image-to-3D, textures, backgrounds, UI panels. This is also the script default when--resolutionis omitted.4K: hero splash/title art, high-detail texture references, large sky/background 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/creature reference:
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/anatomy layers, no weapon fused to hands.Texture/material reference:
Create a seamless game texture reference for [surface]. Orthographic/top-down, PBR-friendly albedo, clear material variation, no perspective, no baked strong shadows, [style/material details].Logo/icon/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/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.Three.js Integration Rules
- Save concepts and image-to-3D sources under
assets/concepts/. - Save textures, decals, icons, and GUI source images under
assets/textures/,assets/decals/, orassets/ui/. - For image-to-3D, hand the saved image path to
threejs-3d-generatorand record the chain in the external asset ledger. - Do not call the image API from client-side game code.
- Convert generated PNGs into runtime formats deliberately: PNG for alpha/UI, JPG/WebP/KTX2 for larger opaque textures where the project pipeline supports it.
- Verify how the image appears in game, not only that the file exists.
Required Report
Report:
- Credential probe output or command blocker.
- Prompt and purpose.
- Output path.
- Resolution.
- Whether the image was used directly, edited further, or handed to
threejs-3d-generator. - Any remaining integration work such as compression, UV assignment, alpha cleanup, or atlas packing.
Do not mark a premium graphics phase complete if the needed image outputs are missing and the only justification is "procedural is enough" for high-value UI, texture, sky, decal, logo, or image-to-3D surfaces.