From blender-skills
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.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:uv-workflowThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready.
Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready.
UV Planning → Seam Marking → Unwrap → Texel Density Check
→ Pack → Mirror/Overlap Decision → Lightmap UV (if needed) → Validation
Place seams at:
Never place seams on:
Formula: Texel Density = Texture Resolution / UV Island Size in UV space
Target consistency across visible surfaces:
| Asset Tier | Target TD (px/m) |
|---|---|
| Hero | 512–1024 px/m |
| Standard | 256–512 px/m |
| Background | 128–256 px/m |
Use same density for modular kit pieces sharing atlas.
| Method | Use When |
|---|---|
| Smart UV Project | Quick blockout UVs only |
| Follow Active Quads | Strip UVs (roads, limbs) |
| Cube Project | Boxy hard surface |
| Lightmap Pack | Lightmap channel |
| Manual seam + Unwrap | Production default |
_L / _R meshes if separateFor hero assets exceeding single 4K texture:
Second UV channel requirements:
1. Plan shared atlas resolution (2048/4096)
2. Assign UV islands per module to atlas regions
3. Trim sheet regions for repeating detail
4. Vertex color variation for module differentiation
5. Document atlas layout for texture artist
| Topic | Reference | Load When |
|---|---|---|
| Texel density calc | references/texel-density.md | Hero assets |
| Trim sheets | references/trim-sheets.md | Modular kits |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsExpert guidance on 3D modeling, topology, UV mapping, retopology, LOD systems, and DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini) for game and film production.
Guides UV mapping, texture atlas generation, color calibration, and quality optimization in Metashape MCP for 3D meshes. Used after mesh building to address blurry seams, ghosting, color shifts, and artifacts via MCP server.
Bakes PBR maps (AO, curvature, normal, roughness) and manages texture atlases, decals, and memory optimization for game-ready pipelines in Blender via MCP.