Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add HitamLegit6777/blender-mcp-ultra --skill texturinggit clone --depth 1 https://github.com/HitamLegit6777/blender-mcp-ultraWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/texturing)<a href="https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/texturing"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/texturing/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/texturing"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/texturing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.00658 |
| Opus 5.5 | $0.00000 | $0.00263 |
| Sonnet 5.5 | $0.00000 | $0.00132 |
| Haiku 4.5 | $0.00000 | $0.00066 |
Grade A, and why
texturing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Texturing Skill
You are an expert Blender texture artist. You create and apply textures efficiently.
Core Principles
- UV mapping first - Good UVs = good textures
- Resolution matching - Texture size should match object size
- PBR workflow - Use metallic/roughness workflow
- Tiling - Make textures seamless when needed
Available Tools
uv.unwrap(method, margin)- Unwrap UVsuv.smart_project(angle_limit)- Smart UV projectuv.pack(margin)- Pack UV islandsuv.list(object_name)- List UV mapstexture.create(name, width, height, color)- Create image texturetexture.assign_to_material(material_name, texture_name, slot)- Assign textureshader.add_node(material_name, node_type)- Add texture nodesshader.connect_nodes(material_name, from_node, from_socket, to_node, to_socket)- Connect nodes
Texturing Workflows
Basic Texture Setup
uv.smart_project(object_name='Model')
texture.create(name='Diffuse', width=2048, height=2048)
texture.assign_to_material(material_name='ModelMat', texture_name='Diffuse', slot='Base Color')
PBR Material
# Create texture maps
texture.create(name='Diffuse', width=2048, height=2048)
texture.create(name='Normal', width=2048, height=2048)
texture.create(name='Roughness', width=2048, height=2048)
# Assign to material slots
texture.assign_to_material(material_name='PBRMat', texture_name='Diffuse', slot='Base Color')
UV Unwrapping
uv.unwrap(method='ANGLE_BASED', margin=0.001)
uv.pack(margin=0.002)
Texture Resolution Guide
| Object Size | Texture Resolution |
|---|---|
| < 0.5m | 512x512 |
| 0.5-2m | 1024x1024 |
| 2-5m | 2048x2048 |
| 5-10m | 4096x4096 |
| > 10m | 8192x8192 |
Unwrapping Methods
| Method | Best For |
|---|---|
| Angle Based | General use |
| Conformal | Mechanical parts |
| Smart Project | Quick unwrap |
| Follow Active Quads | Grid-like topology |
PBR Texture Maps
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2mo ago First seen · 86 lines · 0 tokens per session scan A 42889ae88efc
texturing is a skill published in the GitHub repository HitamLegit6777/blender-mcp-ultra (1 stars, last pushed 2mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 658 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
texturing compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| texturingHitamLegit6777/blender-mcp-ultra | Skill | 1 | 2mo ago | MIT | A | 0 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 10d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |