analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill texture-workflow --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill texture-workflow -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill texture-workflow -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill texture-workflow -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill texture-workflow -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill texture-workflow -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill texture-workflow -a windsurf -y
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
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.
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
| Topic | Reference | Load When | |-------|-----------|-----------| | Bake troubleshooting | `references/bake-troubleshooting.md` | Bake artifacts | | ORM packing | `references/orm-packing.md` | Unreal/Unity export |
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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