
atlas-uv-fitting
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.
- Installs
- 784
- Last 24h
- +22
- Trending rank
- #5601
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill atlas-uv-fitting- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads atlas-uv-fitting automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
MCP backend
Use when: Texture atlas region detection, per-part UV mapping, front-projected UVs, decal/lightmap handling, texture validation against source templates.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Atlas UV Fitting
This skill exists because assigning a texture material is not the same as fitting a texture.
Supplemental map sanity rule
Do not blindly wire emissive/roughness/bump/lightmap images into every atlas-mapped part. First verify the supplemental map has the same UV layout and semantic region as the basecolor. If it contains aura dots, guide marks, lightmap blobs, or decorations outside the part, leave it disconnected for that mesh and use constant roughness/bump plus explicit edge/glow geometry instead.
Hard rules
- Atlas textures must be mapped by region; never apply the full atlas to every structural mesh.
- Front-facing hero surfaces use front-projected UVs or a source-region rectangle.
- Side/back surfaces use their own UV islands or procedural/baked fills.
- Roughness, bump, normal, AO, and lightmap images are
Non-Color. - Alpha decals must use alpha-connected materials and no black backing planes.
- Base GLB should not include reference planes or optional aura unless explicitly requested.
Workflow
- Run
scripts/atlas_region_detector.pyon basecolor/decal/aura atlases. - Name regions semantically in
atlas_regions.json. - Create/activate UV map per mesh.
- Remap local 0-1 UVs into the matching atlas rectangle.
- Audit the GLB/export material node graph: Principled BSDF + Image Texture nodes.
- Render texture overlay validation before export.
Sources distilled
- Blender UV/Image Texture node uses UV maps for rendered/exported texture output.
- Blender baking needs UV maps and active image targets.
- Blender glTF exporter is most reliable with Principled BSDF, UVs, textures, normals.
- Khronos glTF PBR: base color, metallic/roughness, normal maps are standard channels.
Semantic atlas mapping
Region detection is only a candidate list. For source-locked work, create an atlas_part_map.json that binds each structural part name to exactly one atlas region or declares procedural/no_texture.
Mapping order:
- Detect candidate regions from basecolor/decal/lightmap.
- Reject decorative/aura/composite-preview regions unless the target is context/aura.
- Match structural parts by role, aspect ratio, and relative size.
- Manually rename ambiguous regions before automated UV assignment.
- Verify supplemental maps share the same region layout before connecting roughness/bump/emission/lightmap.
Do not map a full rosette/composite atlas region onto individual petals unless the mesh is a single rosette sheet. Individual meshes need individual source regions.
Additional script
scripts/atlas_region_mapper.pyproposes part→atlas-region mappings using aspect/size similarity. Treat output as a draft; semantic names still win.
FAQ
What does the atlas-uv-fitting skill do?
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.
How do I install atlas-uv-fitting?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill atlas-uv-fitting in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/atlas-uv-fitting/ (personal) or .claude/skills/atlas-uv-fitting/ (project).
Which AI agents can use atlas-uv-fitting?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is atlas-uv-fitting safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains atlas-uv-fitting?
It is published by roble3 in roble3/cc-blender-skill. It has 784 recorded installs.
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