blender-uv-texturing
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off text
By roble3 · 418 installs
npx skills add roble3/cc-blender-skill --skill blender-uv-texturing
Source repository · Upstream listing
MCP backend
Use when: Texture atlas/UV/baking/lightmap/decal work in Blender; any request involving texture fit, UV islands, project from view, texture packs, alpha decals, or baked maps.
Before the first Blender call, read [../text to blender/references/mcp backends.md](../text to blender/references/mcp backends.md). Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent host guide.
Blender UV Texturing
This skill fills the gap between “assign a material” and “the supplied texture pack actually fits the model.” It is mandatory for template/atlas driven assets.
Decision tree
Non negotiable rules
1. Image textures need a material node setup to render/export; viewport UV display alone is not enough.
2. Basecolor/albedo = sRGB. Roughness, metallic, bump, normal, AO/lightmap = Non Color.
3. Atlas textures must be mapped by region. Never apply a full atlas to every mesh part.
4. Alpha decals must use alpha connected material settings ( BLEND , Alpha Hashed , or Alpha Clip ) and a keyed/correct PNG. Do not leave black planes.
5. For GLB, keep to exporter recognized nodes where possible: Principled BSDF with Image Texture inputs, UVs, normals, tangents.
6. Validate with a checker texture or overlay render before final material tuning.
Recipes
Create front projected UVs from world X/Z bounds
Map a mesh to a rectangle in an atlas
Atlas rectangle is [u0, v0, u1, v1] in normalized UV coordinates. Use this after creating local 0–1 UVs.
Image texture material with correct color spaces
Bake target setup
Blender baking requires a UV map and an active Image Texture node or color attribute as the bake target. Use Cycles for baking.
Closed/extruded surface coverage gate
For closed or extruded assets, do not stop at front projection. Use closed surface uv coverage to verify front cap, back cap, and sidewall material/UV/generated coverage separately. Back/side curve overlays are accents, not texture fill.
Validation checklist
[ ] UV layer exists and is active.
[ ] Checker texture shows no obvious stretching on front facing parts.
[ ] Atlas rectangles are per part, not whole atlas everywhere.
[ ] Roughness/bump/normal/lightmap color spaces are Non Color.
[ ] Alpha material has blend mode set and no black backing plane.
[ ] Base GLB embeds/exports expected images and excludes reference planes.
[ ] A front overlay render confirms the texture aligns with the source template.
Sources distilled
Blender Manual: UV/Image texture workflow requires material nodes for rendered texture output.
Blender Manual: Image Texture node uses active UV map when Vector is unconnected.
Blender Manual: Cycles baking requires a UV map and active Image Texture/Color Attribute target.
Blender Manual: glTF exporter supports meshes, UVs, textures, and materials based mainly on Principled BSDF.
Khronos glTF PBR: base color, metallic/roughness, normals and related maps are core concepts for realtime transfer.