analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill uv-workflow --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/uv-workflowContext preview
The summary Claude sees to decide when to auto-load this skill.
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
name: uv-workflow description: Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: UV, unwrap, seam, texel density, UV pack, UDIM, lightmap UV, UV layout related-skills: texture-workflow, materials, export-pipeline
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) → ValidationPlace 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 |
For 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
1. Mark seams via MCP if supported 2. Execute unwrap via MCP 3. Query UV island count and pack efficiency 4. Assign UV channels via MCP 5. Validate no overlapping UVs (except intentional mirror)
| Topic | Reference | Load When | |-------|-----------|-----------| | Texel density calc | `references/texel-density.md` | Hero assets | | Trim sheets | `references/trim-sheets.md` | Modular kits |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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