← ClaudeAtlas

blender-uv-texturinglisted

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.
MAX-786/claude-3d-harness · ★ 6 · AI & Automation · score 74
Install: claude install-skill MAX-786/claude-3d-harness
# 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-p