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/texture-workflow

Production 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.

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blender-skills
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Install
$ npx -y skills add arjun988/blender-skills --skill texture-workflow --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/texture-workflow

Context preview

The summary Claude sees to decide when to auto-load this skill.

Production 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.

SKILL.md

texture-workflow.SKILL.md
name: texture-workflow
description: Production 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.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: texture, bake, normal map, AO, curvature, roughness, metallic, height, atlas, decal, emission
  related-skills: uv-workflow, materials, asset-optimization

Texture Workflow

Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.

When to Use

  • Baking sculpt detail to normal maps
  • Creating texture atlases for modular kits
  • PBR texture set generation
  • Decal placement and blending
  • Texture memory optimization

Workflow

High/Low Poly Setup → Cage Setup → Bake Maps → Composite
    → Atlas Pack → Engine Format Export → Validation

Standard PBR Texture Set

| 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`

Bake Setup

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

Maps to Bake

| 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 |

Texture Atlas Strategy

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

Decals

  • Decal mesh projected on surface
  • Separate UV channel or atlas region
  • Blend via alpha mask
  • Limit decal overdraw in engine

Memory Optimization

| 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 |

Resolution Guidelines

See `../references/polycount-budgets.md` texture section.

MCP Integration

1. Setup bake objects via MCP 2. Configure bake settings via MCP if supported 3. Export baked images via MCP 4. Assign baked textures to materials via MCP 5. Query texture count and resolution

Validation Checklist

  • [ ] Normal map correct orientation (test in engine)
  • [ ] No UV seams visible in bake
  • [ ] AO not baked into base color
  • [ ] Consistent texel density in final textures
  • [ ] Texture resolution within budget
  • [ ] Files named per convention
  • [ ] sRGB vs Linear correctly assigned

Constraints

MUST DO

  • Bake high-poly detail before discarding sculpt
  • Use cage for clean normal bakes
  • Pack ORM for engine efficiency
  • Test normal map orientation in target engine
  • Document atlas regions for modular kits

MUST NOT DO

  • Bake without cage on complex shapes
  • Embed AO in base color (PBR standard)
  • Exceed texture budget without LOD justification
  • Use inconsistent normal map conventions
  • Skip margin in bake settings

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Bake troubleshooting | `references/bake-troubleshooting.md` | Bake artifacts | | ORM packing | `references/orm-packing.md` | Unreal/Unity export |

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Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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