closed-surface-uv-coveragelisted
Install: claude install-skill MAX-786/claude-3d-harness
# Closed Surface UV Coverage
This skill prevents a common false pass: a model looks textured from the front because it has a projected front image or curve overlays, but the closed surface has untextured back caps or plain sidewalls when viewed in a spin/turntable.
## Failure modes to catch
- Back detail is only a floating plane or curve overlay, not a material/UV on the back surface.
- Sidewalls have procedural color only; no side UV island, generated/object coordinate material, or baked strip.
- A back projection covers only a center shape and leaves the actual silhouette/back mesh plain.
- Side/back QA uses front-biased frames and misses edge-on/back-on samples.
- Decorative HUD/aura is mistaken for surface texture coverage.
## Required surface taxonomy
For extruded/logo-like assets, classify visible surfaces before look-dev:
1. `front_cap` — canonical front texture/decal.
2. `back_cap` — back texture, back linework, or baked/procedural fill mapped to the real back cap.
3. `sidewall` — depth surface connecting front/back, with its own UV parameterization or procedural material.
4. `overlay_context` — HUD/aura/circles; never counted as model surface coverage.
## Workflow
1. **Audit current coverage**: list mesh material slots, UV layers, image texture nodes, and face counts for front/back/side material indices.
2. **Reject overlay-only fixes**: curves/planes may add rim accents, but they do not satisfy back/side fill unless the mesh surface beneath is also textured/