atlas-uv-fitting
De la autor
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
Instalare
npx skills add CheshireJCat/blender --skill atlas-uv-fitting -a claude-code
Se instalează în .claude/skills/atlas-uv-fitting/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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Verificări de siguranță pe SKILL.md
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De ce 76
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Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- blender-uv-texturingCheshireJCat/blenderUV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.Altele★ 59
- texture-driven-mesh-fittingCheshireJCat/blenderReshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.Altele★ 59
- closed-surface-uv-coverageCheshireJCat/blenderEnsure textures and decals cover all visible surfaces of a closed or extruded Blender asset, especially front/back caps and sidewalls, instead of relying on partial projected planes, curves, or linework overlays. Use when back textures do not fill the model, side textures are missing, spin/turntable views expose plain sidewalls, or a model needs separate UV treatment for caps and side surfaces.Planificare★ 59
- source-part-segmentationCheshireJCat/blenderSegment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.Altele★ 59
- reference-to-3dCheshireJCat/blenderReconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires the dsh Blender tools plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.Inginerie★ 59
- texture-workflowarjun988/blender-skillsProduction texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.Productivitate★ 550
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