blender-uv-texturing

blender-uv-texturing is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 100 tokens per session (1,707 once invoked), scanned A, original, MIT.

A Blender guide for fitting textures to 3D models, including UV mapping, where parts of an image are assigned to specific model surfaces.

In plain words
What is it for?
Mapping texture atlases, decals, repeating materials, roughness and normal maps, lightmaps, and other texture-driven assets for glTF or GLB export.
Why use it?
It prevents textures from appearing stretched, misplaced, or applied to the wrong parts of a model.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Mapping texture atlases, decals, repeating materials, roughness and normal maps, lightmaps, and other texture-driven assets for glTF or GLB export.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/blender-uv-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 RobLe3/cc-blender-skill --skill blender-uv-texturing
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

Made for: Claude Code.

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 blender-uv-texturing

README.md
[![agentmods](https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-uv-texturing/github.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/blender-uv-texturing)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-uv-texturing"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-uv-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.

agentmods 80×15 button for blender-uv-texturing

Your own site · 80×15
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-uv-texturing"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-uv-texturing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,707 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. Third-party audits
  • Socket pass 12 May 2026
  • Snyk pass 12 May 2026
How audits are shown
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 $0.00100 $0.01707
Opus 5 $0.00050 $0.00853
Sonnet 5 $0.00020 $0.00341
Haiku 4.5 $0.00010 $0.00171

Measured 9d ago against content hash 54cf8d10bba7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

blender-uv-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 9d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/blender-uv-texturing/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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-projected UVs from world X/Z bounds

import bpy

def assign_front_projected_uv(obj_name, uv_name='UV_front_projected'):
    obj = bpy.data.objects[obj_name]
    mesh = obj.data
    uv = mesh.uv_layers.get(uv_name) or mesh.uv_layers.new(name=uv_name)
    mesh.uv_layers.active = uv
    xs = [v.co.x for v in mesh.vertices]
    zs = [v.co.z for v in mesh.vertices]
    minx, maxx = min(xs), max(xs)
    minz, maxz = min(zs), max(zs)
    dx = max(maxx - minx, 1e-8)
    dz = max(maxz - minz, 1e-8)
    for poly in mesh.polygons:
        for li in poly.loop_indices:
            co = mesh.vertices[mesh.loops[li].vertex_index].co
            uv.data[li].uv = ((co.x - minx) / dx, (co.z - minz) / dz)
    mesh.update()

Read the full file on GitHub · 152 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 152 lines · 100 tokens per session scan A 54cf8d10bba7

Subscribe to this mod's changes

blender-uv-texturing is a skill published in the GitHub repository RobLe3/cc-blender-skill (53 stars, last pushed 4mo ago), licensed MIT. It adds 100 tokens to every session and 1,707 once invoked, about $0.0005 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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