From blender-skills
Bakes PBR maps (AO, curvature, normal, roughness) and manages texture atlases, decals, and memory optimization for game-ready pipelines in Blender via MCP.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:texture-workflowThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.
Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.
High/Low Poly Setup → Cage Setup → Bake Maps → Composite
→ Atlas Pack → Engine Format Export → Validation
| Map | Format | Notes |
|---|---|---|
| Base Color | sRGB PNG | No embedded AO |
| Normal | Linear PNG | OpenGL convention unless engine specifies |
| Roughness | Linear PNG | Single channel |
| Metallic | Linear PNG | Single channel |
| AO | Linear PNG | Multiply in shader, not base color |
| Height | Linear PNG | Optional parallax |
| Emission | sRGB PNG | Mask-based |
| ORM Packed | Linear PNG | R=AO, G=Roughness, B=Metallic (Unreal) |
Naming: T_[Asset]_[Map] per ../references/naming-conventions.md
1. Low-poly mesh with UVs (active)
2. High-poly mesh (sculpt or detail) — selected
3. Cage extrusion: 0.01–0.05m (adjust per asset scale)
4. Ray distance: match cage
5. Bake margin: 16px minimum
6. Anti-aliasing: enabled
| Map | Source | Priority |
|---|---|---|
| Normal | High→Low | Required |
| AO | High or low (cavity) | Required |
| Curvature | High sculpt | Wear masks |
| Position | High | Optional (blending) |
| Thickness | Subsurface meshes | Characters |
Modular kits share one atlas:
1. All modules UV'd to shared 0–1 or UDIM space
2. Bake each module to atlas regions
3. Trim sheet areas for repeating detail
4. Single material references atlas
5. Document region map for artists
| Technique | Savings |
|---|---|
| ORM packing | 3 textures → 1 |
| Shared atlas | N materials → 1 texture |
| Lower res on hidden surfaces | 50%+ memory |
| BC compression in engine | 4:1 or 6:1 |
| Trim sheets | Reuse detail across assets |
See ../references/polycount-budgets.md texture section.
| Topic | Reference | Load When |
|---|---|---|
| Bake troubleshooting | references/bake-troubleshooting.md | Bake artifacts |
| ORM packing | references/orm-packing.md | Unreal/Unity export |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsSpecializes in PBR textures, Substance Painter/Designer, Quixel Mixer, normal map baking, and hand-painted/stylized techniques for games and film.
Guides Adobe Substance 3D Painter workflows for PBR material creation, web-optimized texture export to Three.js, Babylon.js, Unity, Unreal, and Python API batch automation.
Handles production UV unwrapping in Blender including seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts for texturing and engine export.