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 RobLe3/cc-blender-skill --skill blender-uv-texturinggit clone --depth 1 https://github.com/RobLe3/cc-blender-skillWrote 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/roble3/cc-blender-skill/blender-uv-texturing)<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.
<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>- Socket pass
- Snyk pass
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 | $0.00100 | $0.01707 |
| Opus 5 | $0.00050 | $0.00853 |
| Sonnet 5 | $0.00020 | $0.00341 |
| Haiku 4.5 | $0.00010 | $0.00171 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- blender-uv-texturing — 92% identical, 2 lines differ
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
- Image textures need a material node setup to render/export; viewport UV display alone is not enough.
- Basecolor/albedo = sRGB. Roughness, metallic, bump, normal, AO/lightmap = Non-Color.
- Atlas textures must be mapped by region. Never apply a full atlas to every mesh part.
- Alpha decals must use alpha-connected material settings (
BLEND,Alpha Hashed, orAlpha Clip) and a keyed/correct PNG. Do not leave black planes. - For GLB, keep to exporter-recognized nodes where possible: Principled BSDF with Image Texture inputs, UVs, normals, tangents.
- 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()
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.
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.
- 9d ago First seen · 152 lines · 100 tokens per session scan A 54cf8d10bba7
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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hard-surface
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character-artist
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
creature-artist
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