texturing

texturing is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 16 tokens per session (1,777 once invoked), scanned A, original, MIT.

A guide to preparing the surface of a 3D model for images and materials. It covers UV mapping, texture painting, physically based materials, and basic shaders.

In plain words
What is it for?
Use it to unwrap models, place seams, pack UV layouts, paint textures, create material maps, and understand basic shader workflows.
Why use it?
It explains how to lay a 2D image onto 3D geometry while limiting distortion and keeping texture detail consistent.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the 3d-design plugin — 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers shipped together

Good fit Use it to unwrap models, place seams, pack UV layouts, paint textures, create material maps, and understand basic shader workflows.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/texturing
Install

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.

Any agent
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill texturing
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install 3d-design, the plugin that ships this one along with the rest of its 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers.

Wrote 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.

agentmods badge for texturing

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/texturing.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/texturing)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/texturing"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/texturing.svg" alt="Measured on agentmods" height="20"></a>
Per session 16 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,777 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00016 $0.01777
Opus 5 $0.00008 $0.00889
Sonnet 5 $0.00003 $0.00355
Haiku 4.5 $0.00002 $0.00178

Measured 8d ago against content hash 98e0a1fd6ecb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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 8d 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.

teams/3d-design/skills/texturing/SKILL.md · 185 lines

How it starts

The opening of the file, as written. The whole thing — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Texturing

UV Mapping Techniques

UV Basics

  • UV Coordinates: 2D coordinates mapping 3D geometry to 2D texture space
  • UV Unwrapping: Process of flattening 3D geometry into 2D space
  • UV Seams: Cuts in UV layout to enable flattening
  • UV Islands: Connected groups of UV faces
  • UV Density: Consistency of texel density across model
  • UV Space: 0-1 coordinate space for UV mapping

UV Unwrapping Methods

  • Automatic Unwrapping: Algorithmic UV generation
  • Manual Unwrapping: Manual seam placement and unfolding
  • Projection Mapping: Project UVs from different views
  • Cylindrical Mapping: Wrap UVs around cylinder
  • Spherical Mapping: Wrap UVs around sphere
  • Box Mapping: Project UVs from 6 directions

UV Best Practices

  • Minimize Distortion: Reduce stretching and compression
  • Seam Placement: Place seams in less visible areas
  • UV Density: Maintain consistent texel density
  • UV Packing: Pack UV islands efficiently
  • Multiple UV Sets: Create additional UV sets for lightmaps, baking
  • UV Organization: Organize UVs logically for texture painting

Texture Painting Workflows

Texture Painting Tools

  • Brush Tools: Paint, airbrush, smudge, blur
  • Stencils: Use stencils for precise painting
  • Clone Tool: Clone texture from one area to another
  • Fill Tool: Fill areas with color or pattern
  • Masking: Mask areas to protect from painting
  • Layers: Use layers for non-destructive painting

Texture Types

  • Base Color: Main color of the surface
  • Normal Map: Surface detail and depth
  • Roughness Map: Surface roughness for PBR
  • Metallic Map: Metallic vs non-metallic surfaces
  • Ambient Occlusion (AO): Self-shadowing and contact shadows
  • Emission Map: Emissive/glowing areas
  • Height/Displacement Map: Actual geometric displacement

Texture Painting Techniques

  • Hand Painting: Paint textures by hand
  • Photo Bashing: Combine photos for textures
  • Procedural Generation: Generate textures procedurally
  • Baking: Bake high-poly detail to textures
  • Texture Projection: Project textures onto model
  • Texture Synthesis: Generate textures from samples

Read the full file on GitHub · 185 lines

Changes

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.

  1. 8d ago First seen · 185 lines · 16 tokens per session scan A 98e0a1fd6ecb

Subscribe to this mod's changes

texturing is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 27d ago), licensed MIT. It adds 16 tokens to every session and 1,777 once invoked, about $0.0001 per session on Opus 5. 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 2026-08-30.

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