This skill should be used when the user asks about "asset quality tiers", "upgrade asset quality", "placeholder vs final", "hero quality", "quality improvement", "make assets better", "quality levels", "upgrade to final", "asset polish", or discusses improving existing procedural assets to higher quality levels. Provides the tier system (Placeholder → Temp → Final → Hero) and enhancement strategies for upgrading assets.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-procgen@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/animation-enhancements.mdreferences/audio-enhancements.mdreferences/mesh-enhancement-index.mdreferences/mesh-enhancements.mdreferences/texture-enhancement-index.mdreferences/texture-enhancements.mdA four-tier quality system for procedural asset generation that enables incremental quality improvement from rapid prototyping to hero-quality assets.
Assets progress through quality tiers, each appropriate for different development phases:
PLACEHOLDER (Tier 1) ──► TEMP (Tier 2) ──► FINAL (Tier 3) ──► HERO (Tier 4)
│ │ │ │
Blocking Development Ship-ready Showcase
Scale testing Testing Production Marketing
Rapid iteration Internal builds Standard Closeups
| Tier | Name | Quality Score | Purpose | Typical Usage |
|---|---|---|---|---|
| 1 | Placeholder | 30-50% | Blocking, scale testing | Level layout, gameplay testing |
| 2 | Temp | 50-70% | Development testing | Internal builds, playtesting |
| 3 | Final | 70-90% | Production quality | Shipping game assets |
| 4 | Hero | 90-100% | Maximum quality | Marketing, cutscenes, closeups |
Determine asset tier by evaluating against these criteria:
Placeholder indicators:
Temp indicators:
Final indicators:
Hero indicators:
| Upgrade | Key Techniques |
|---|---|
| Placeholder → Temp | Add proper UVs, calculate normals, triangulate |
| Temp → Final | Add bevels, improve silhouette, optimize topology |
| Final → Hero | Add secondary shapes, edge loops, micro-detail |
| Upgrade | Key Techniques |
|---|---|
| Placeholder → Temp | Add noise variation, basic color palette |
| Temp → Final | Add contrast, detail layers, color richness |
| Final → Hero | Add wear maps, subtle variations, all channels |
| Upgrade | Key Techniques |
|---|---|
| Placeholder → Temp | Add envelope shaping, basic layering |
| Temp → Final | Add multiple layers, filtering, variation |
| Final → Hero | Add subtle harmonics, pitch variations, spatial cues |
| Upgrade | Key Techniques |
|---|---|
| Placeholder → Temp | Add proper timing, basic keyframes |
| Temp → Final | Add easing, secondary motion, proper arcs |
| Final → Hero | Add anticipation, follow-through, subtle overlap |
Each asset type has weighted quality dimensions:
Score = (UV_Coverage × 0.25) + (Silhouette_Clarity × 0.20) +
(Topology_Quality × 0.20) + (Detail_Level × 0.20) +
(Budget_Compliance × 0.15)
Score = (Contrast × 0.20) + (Color_Richness × 0.20) +
(Detail_Layers × 0.25) + (Coherence × 0.20) +
(Format_Compliance × 0.15)
Score = (Layer_Richness × 0.25) + (Envelope_Quality × 0.20) +
(Clarity × 0.20) + (Variation × 0.20) +
(Format_Compliance × 0.15)
Each tier has different resource budgets:
| Asset Class | Placeholder | Temp | Final | Hero |
|---|---|---|---|---|
| Small prop | 20-50 | 50-150 | 150-300 | 300-500 |
| Medium prop | 50-100 | 100-300 | 300-500 | 500-800 |
| Character | 100-200 | 200-400 | 400-800 | 800-2000 |
| Vehicle | 100-300 | 300-600 | 600-1000 | 1000-2000 |
| Environment | 50-200 | 200-500 | 500-1500 | 1500-3000 |
| Tier | Typical Resolution | Channel Usage |
|---|---|---|
| Placeholder | 32x32 - 64x64 | Albedo only |
| Temp | 64x64 - 128x128 | Albedo + basic normal |
| Final | 128x128 - 256x256 | Albedo + MRE |
| Hero | 256x256 - 512x512 | Albedo + MRE + SSE + detail |
When generating assets, specify the target tier:
"Generate a wooden barrel at Final tier"
"Create placeholder props for layout testing"
"Upgrade these meshes to Hero quality"
Include tier specification in style recipes:
{
"asset": {
"name": "barrel",
"type": "prop",
"tier": "final", # placeholder | temp | final | hero
},
"generation": {
"mesh": {
"detail_level": 3, # 1-4 matching tier
"subdivision": 2,
"bevels": True,
},
"texture": {
"resolution": 256,
"layers": 3,
"detail_maps": True,
},
},
}
When upgrading multiple assets:
For enhancement techniques, use the index files first (lean routing), then load full references as needed:
| Asset Type | Index (load first) | Full Reference (load for code) |
|---|---|---|
| Textures | texture-enhancement-index.md | texture-enhancements.md (1290 lines) |
| Meshes | mesh-enhancement-index.md | mesh-enhancements.md (1142 lines) |
| Audio | - | audio-enhancements.md |
| Animation | - | animation-enhancements.md |
This skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.