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roble3/cc-blender-skill140 installs

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 textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.

How do I install this agent skill?

npx skills add https://github.com/roble3/cc-blender-skill --skill blender-uv-texturing
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides automated workflows for UV texturing and baking in Blender using the Blender Python API. It focuses on PBR material setup and UV coordinate manipulation with no evidence of malicious behavior or security vulnerabilities.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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

What does the texture represent?
├── Whole object from front/reference → Project-from-View style UVs from the validation camera
├── Atlas with separate parts         → crop/map each part to its own UV island/rectangle
├── Repeating material                → generated/object coords or tiled UVs
├── Face/expression decal             → alpha material plane or projected UV island; no black background
├── Roughness/bump/normal map         → Non-Color data, correct node type
└── Lightmap                          → separate UV/lightmap channel or optional multiply helper; not emission

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

import bpy

def assign_front_projected_uv(obj_name, uv_name='UV_front_projected'):
    obj = bpy.data.objects[obj_name]
    mesh = obj.data
    uv = mesh.uv_layers.get(uv_name) or mesh.uv_layers.new(name=uv_name)
    mesh.uv_layers.active = uv
    xs = [v.co.x for v in mesh.vertices]
    zs = [v.co.z for v in mesh.vertices]
    minx, maxx = min(xs), max(xs)
    minz, maxz = min(zs), max(zs)
    dx = max(maxx - minx, 1e-8)
    dz = max(maxz - minz, 1e-8)
    for poly in mesh.polygons:
        for li in poly.loop_indices:
            co = mesh.vertices[mesh.loops[li].vertex_index].co
            uv.data[li].uv = ((co.x - minx) / dx, (co.z - minz) / dz)
    mesh.update()

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.

def remap_uv_rect(obj_name, rect, uv_name=None):
    obj = bpy.data.objects[obj_name]
    layer = obj.data.uv_layers.get(uv_name) if uv_name else obj.data.uv_layers.active
    u0, v0, u1, v1 = rect
    for item in layer.data:
        u, v = item.uv
        item.uv = (u0 + u * (u1-u0), v0 + v * (v1-v0))
    obj.data.update()

Image texture material with correct color spaces

import bpy

def image(path, colorspace):
    img = bpy.data.images.load(path, check_existing=True)
    img.colorspace_settings.name = colorspace
    return img

def make_pbr_texture_material(name, basecolor, roughness=None, normal_or_bump=None, alpha=False):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    nt = mat.node_tree
    bsdf = nt.nodes.get('Principled BSDF')
    tex = nt.nodes.new('ShaderNodeTexImage')
    tex.image = image(basecolor, 'sRGB')
    nt.links.new(tex.outputs['Color'], bsdf.inputs['Base Color'])
    if alpha and 'Alpha' in bsdf.inputs:
        nt.links.new(tex.outputs['Alpha'], bsdf.inputs['Alpha'])
        mat.blend_method = 'BLEND'
    if roughness:
        r = nt.nodes.new('ShaderNodeTexImage')
        r.image = image(roughness, 'Non-Color')
        nt.links.new(r.outputs['Color'], bsdf.inputs['Roughness'])
    if normal_or_bump:
        btex = nt.nodes.new('ShaderNodeTexImage')
        btex.image = image(normal_or_bump, 'Non-Color')
        bump = nt.nodes.new('ShaderNodeBump')
        bump.inputs['Strength'].default_value = 0.02
        nt.links.new(btex.outputs['Color'], bump.inputs['Height'])
        nt.links.new(bump.outputs['Normal'], bsdf.inputs['Normal'])
    return mat

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.

import bpy

obj = bpy.data.objects['GEO-target']
bpy.context.scene.render.engine = 'CYCLES'
img = bpy.data.images.new('BAKE_target', 2048, 2048, alpha=True)
mat = obj.data.materials[0]
mat.use_nodes = True
node = mat.node_tree.nodes.new('ShaderNodeTexImage')
node.image = img
mat.node_tree.nodes.active = node
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.object.bake(type='DIFFUSE', pass_filter={'COLOR'}, margin=16)
img.filepath_raw = '/tmp/bake_target.png'
img.file_format = 'PNG'
img.save()

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.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/roble3/cc-blender-skill/blender-uv-texturing">View blender-uv-texturing on skillZs</a>