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.