closed-surface-uv-coverage

closed-surface-uv-coverage is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 86 tokens per session (842 once invoked), scanned A, original, MIT.

A Blender workflow for ensuring textures and decals cover the real front, back, and side surfaces of a closed or extruded model. It distinguishes model surfaces from separate decorative overlays such as HUDs or auras.

In plain words
What is it for?
Use it on extruded logos and similar assets to verify front caps, back caps, and sidewalls have appropriate UVs or materials.
Why use it?
A model may look textured from the front while its back or sidewalls remain blank. Checking each surface prevents that false pass in turntable or edge-on views.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it on extruded logos and similar assets to verify front caps, back caps, and sidewalls have appropriate UVs or materials.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/closed-surface-uv-coverage
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 closed-surface-uv-coverage
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 closed-surface-uv-coverage

README.md
[![agentmods](https://agentmods.dev/badge/skills/roble3/cc-blender-skill/closed-surface-uv-coverage.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/closed-surface-uv-coverage)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/closed-surface-uv-coverage"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/closed-surface-uv-coverage.svg" alt="Measured on agentmods" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 842 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 $0.00086 $0.00842
Opus 5 $0.00043 $0.00421
Sonnet 5 $0.00017 $0.00168
Haiku 4.5 $0.00009 $0.00084

Measured 7d ago against content hash f452f25f1a6f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

closed-surface-uv-coverage 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 7d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/surface_texture_coverage_audit.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/closed-surface-uv-coverage/SKILL.md · 55 lines

How it starts

The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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/materialized.
  3. Create per-surface UVs:
    • front/back caps: project local X/Z to UV 0–1 or map into a back/front atlas rectangle;
    • sidewall: map perimeter arc length to U and depth/front-back coordinate to V;
    • if a clean side texture is unavailable, use a generated procedural side material plus baked glow/edge strip and document it.
  4. Assign true surface materials: back cap and sidewall mesh faces must have material nodes, active UVs, and/or generated coordinates. Optional curves are accents only.
  5. Validate turntable frames: sample front, 45°, side/edge-on, back-on, opposite 45°, and rest. Back and side frames must show surface fill, not just outlines.

Read the full file on GitHub · 55 lines

Files

What ships with it

1 file 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. 7d ago First seen · 55 lines · 86 tokens per session scan A f452f25f1a6f

Subscribe to this mod's changes

closed-surface-uv-coverage is a skill published in the GitHub repository RobLe3/cc-blender-skill (52 stars, last pushed 4mo ago), licensed MIT. It adds 86 tokens to every session and 842 once invoked, about $0.0004 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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