
closed-surface-uv-coverage
Ensure 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.
- Installs
- 764
- Last 24h
- +20
- Trending rank
- #5915
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill closed-surface-uv-coverage- 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 closed-surface-uv-coverage 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: Full surface texture coverage, sidewall UVs, back cap UVs, closed mesh UV coverage audits, texture fill validation, side/back turntable QA, replacing projected overlays with real surface materials.
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.
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:
front_cap— canonical front texture/decal.back_cap— back texture, back linework, or baked/procedural fill mapped to the real back cap.sidewall— depth surface connecting front/back, with its own UV parameterization or procedural material.overlay_context— HUD/aura/circles; never counted as model surface coverage.
Workflow
- Audit current coverage: list mesh material slots, UV layers, image texture nodes, and face counts for front/back/side material indices.
- 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.
- 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.
- 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.
- 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.
Acceptance gates
- Back cap mesh faces have either an image/procedural material with a declared UV/generated coordinate policy, not only separate curves.
- Sidewall mesh faces have a sidewall material with UV/generated coordinates and visible depth treatment.
- Overlay/context collections are excluded from coverage counts.
- QA contact sheet includes back and edge-on frames.
- A
surface_coverage_report.jsonstates which surfaces are image-textured, procedural, baked, or intentionally plain.
Handoff
Use after geometry is locked and before final material/look/animation acceptance. It complements blender-uv-texturing and atlas-uv-fitting: those skills explain UV/material setup; this skill enforces complete visible-surface coverage.
Script
scripts/surface_texture_coverage_audit.pyaudits selected mesh objects for UV layers, material image nodes, face material counts, and overlay-only warning patterns.
FAQ
What does the closed-surface-uv-coverage skill do?
Ensure 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.
How do I install closed-surface-uv-coverage?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill closed-surface-uv-coverage 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/closed-surface-uv-coverage/ (personal) or .claude/skills/closed-surface-uv-coverage/ (project).
Which AI agents can use closed-surface-uv-coverage?
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 closed-surface-uv-coverage 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 closed-surface-uv-coverage?
It is published by roble3 in roble3/cc-blender-skill. It has 764 recorded installs.
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