mcpField
C
closed-surface-uv-coverage

closed-surface-uv-coverage

github.com/roble3Creative & media128792 installsUpdated 2w ago
Repository

About closed-surface-uv-coverage

closed-surface-uv-coverage is a skill for checking texture coverage on closed 3D surfaces, including extruded graphics and logos. It separates caps, sidewalls, and decorative overlays, then verifies materials on the actual mesh from multiple turntable views.

Key features

  1. 01Classify front caps, back caps, and sidewalls
  2. 02Inspect mesh materials, UVs, and texture nodes
  3. 03Plan UV mapping for each surface
  4. 04Distinguish surface materials from decorative overlays
  5. 05Check coverage across turntable views

Use cases

  1. 01Find missing texture on model backs
  2. 02Check sidewall materials and UV coverage
  3. 03Create a surface coverage report for closed models

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/roble3/cc-blender-skill --skill closed-surface-uv-coverage

After installing, type/closed-surface-uv-coveragein Claude Code to confirm it loaded.

Bundled filesscripts/surface_texture_coverage_audit.py

Details

From the project README

Closed Surface UV Coverage

This skill prevents a common false pass: a model looks textured from the front because it has a projected front image or curve overlays, but the closed surface has untextured back caps or plain sidewalls when viewed in a spin/turntable.

Failure modes to catch

  • Back detail is only a floating plane or curve overlay, not a material/UV on the back surface.
  • Sidewalls have procedural color only; no side UV island, generated/object coordinate material, or baked strip.
  • A back projection covers only a center shape and leaves the actual silhouette/back mesh plain.
  • Side/back QA uses front-biased frames and misses edge-on/back-on samples.
  • Decorative HUD/aura is mistaken for surface texture coverage.

Required surface taxonomy

For extruded/logo-like assets, classify visible surfaces before look-dev:

  1. front_cap — canonical front texture/decal.
  2. back_cap — back texture, back linework, or baked/procedural fill mapped to the real back cap.
  3. sidewall — depth surface connecting front/back, with its own UV parameterization or procedural material.
  4. overlay_context — HUD/aura/circles; never counted as model surface coverage.

Workflow

  1. Audit current coverage: list mesh material slots, UV layers, image texture nodes, and face counts for front/back/side material indices.
  2. Reject overlay-only fixes: curves/planes may add rim accents, but they do not satisfy back/side fill unless the mesh surface beneath is also textured/materialized.
  3. Create per-surface UVs:
    • front/back caps: project local X/Z to UV 0–1 or map into a back/front atlas rectangle;
    • sidewall: map perimeter arc length to U and depth/front-back coordinate to V;
    • if a clean side texture is unavailable, use a generated procedural side material plus baked glow/edge strip and document it.
  4. Assign true surface materials: back cap and sidewall mesh faces must have material nodes, active UVs, and/or generated coordinates. Optional curves are accents only.
  5. Validate turntable frames: sample front, 45°, side/edge-on, back-on, opposite 45°, and rest. Back and side frames must show surface fill, not just outlines.

Acceptance gates

  • Back cap mesh faces have either an image/procedural material with a declared UV/generated coordinate policy, not only separate curves.
  • Sidewall mesh faces have a sidewall material with UV/generated coordinates and visible depth treatment.
  • Overlay/context collections are excluded from coverage counts.
  • QA contact sheet includes back and edge-on frames.
  • A surface_coverage_report.json states which surfaces are image-textured, procedural, baked, or intentionally plain.

Handoff

Use after geometry is locked and before final material/look/animation acceptance. It complements blender-uv-texturing and atlas-uv-fitting: those skills explain UV/material setup; this skill enforces complete visible-surface coverage.

Script

  • scripts/surface_texture_coverage_audit.py audits selected mesh objects for UV layers, material image nodes, face material counts, and overlay-only warning patterns.

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