Skill detail
blender-uv-texturing
Core Blender UV, texture, baking, and GLB preparation.
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SKILL.md
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---
name: blender-uv-texturing
description: 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.
when_to_use: 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.
allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info
---
# 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
```python
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.
```python
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
```python
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 = iRead the full source on GitHub (opens external page)