atlas-uv-fittinglisted
Install: claude install-skill MAX-786/claude-3d-harness
# Atlas UV Fitting
This skill exists because assigning a texture material is not the same as fitting a texture.
## Supplemental map sanity rule
Do not blindly wire emissive/roughness/bump/lightmap images into every atlas-mapped part. First verify the supplemental map has the same UV layout and semantic region as the basecolor. If it contains aura dots, guide marks, lightmap blobs, or decorations outside the part, leave it disconnected for that mesh and use constant roughness/bump plus explicit edge/glow geometry instead.
## Hard rules
- Atlas textures must be mapped by region; never apply the full atlas to every structural mesh.
- Front-facing hero surfaces use front-projected UVs or a source-region rectangle.
- Side/back surfaces use their own UV islands or procedural/baked fills.
- Roughness, bump, normal, AO, and lightmap images are `Non-Color`.
- Alpha decals must use alpha-connected materials and no black backing planes.
- Base GLB should not include reference planes or optional aura unless explicitly requested.
## Workflow
1. Run `scripts/atlas_region_detector.py` on basecolor/decal/aura atlases.
2. Name regions semantically in `atlas_regions.json`.
3. Create/activate UV map per mesh.
4. Remap local 0-1 UVs into the matching atlas rectangle.
5. Audit the GLB/export material node graph: Principled BSDF + Image Texture nodes.
6. Render texture overlay validation before export.
## Sources distilled
- Blender UV/Image Texture node uses UV maps for rendered/exported