mcpField
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materials

materials

github.com/arjun988Creative & media1.3k342 installsUpdated 16w ago
Repository

About materials

A material workflow guide for 3D artists creating and reusing production assets. It covers PBR settings, procedural effects, material budgets, and export preparation.

Key features

  1. 01Create reusable master materials
  2. 02Make parameter-based material variations
  3. 03Build procedural wear and dirt effects
  4. 04Set up vertex-color variation masks
  5. 05Control material counts and prepare exports

Use cases

  1. 01Develop materials after UV work
  2. 02Set up a master material library
  3. 03Create variations from shared masters
  4. 04Prepare materials for engine export

MCP support

The guide describes using MCP to create material slots, assign materials, set Principled BSDF parameters, query scene material counts, and check naming conventions.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill materials

After installing, type/materialsin Claude Code to confirm it loaded.

Bundled filesreferences/procedural-patterns.mdreferences/surface-recipes.md

Details

From the project README

Materials

Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.

When to Use

  • Look development after UVs
  • Procedural material creation
  • Master material library setup
  • Material variation from shared masters
  • Engine export material preparation

Workflow

Master Materials → Instance Variations → Object Assignment
    → Vertex Color/Mask Setup → Validation → Export Prep

Master Material Library

Create reusable masters in MAT_ prefix:

MasterBase Setup
MAT_Metal_BasePrincipled: Metallic 1, adjustable Roughness
MAT_Plastic_BasePrincipled: Metallic 0, Specular 0.5
MAT_Fabric_BasePrincipled + Sheen
MAT_Glass_BasePrincipled: Transmission 1, IOR 1.45
MAT_Emissive_BasePrincipled: Emission strength variable
MAT_Organic_BaseSubsurface scattering enabled

Instance variations: duplicate master, adjust parameters only.

PBR Value Ranges

MaterialMetallicRoughnessNotes
Polished metal1.00.1–0.3
Brushed metal1.00.4–0.6Anisotropic if available
Painted metal0.00.3–0.5Base color = paint
Plastic0.00.3–0.6
Rubber0.00.7–0.9
Concrete0.00.8–0.95
Wood (raw)0.00.5–0.7
Glass0.00.0Transmission 1
Skin0.00.4–0.6Subsurface 0.1–0.3
Fabric0.00.7–0.9Sheen

Procedural Material Patterns

Wear mask: Noise → ColorRamp → Lerp between clean/worn Edge wear: Bevel node → Pointiness or Ambient Occlusion Dirt accumulation: AO inverted → multiply with dirt color Rust: Noise mask on metal → orange/brown color override

Material Count Budget

Asset TypeMax Materials
Hero prop3–5
Standard prop1–2
Modular piece1 (atlas)
Character3–8 (body, cloth, eyes, hair)
Environment module1–2

Vertex Color Usage

  • RGB: variation masks (wear, moss, color variation)
  • R: wear amount, G: dirt, B: wetness
  • Document channel usage in material notes

Stylized Materials

See stylized-style skill. Key differences:

  • Flatten roughness range
  • Hand-painted base color priority
  • Rim light via Fresnel mix
  • NPR toon shaders if project requires

MCP Integration

  1. Create material slots via MCP
  2. Assign materials to objects via MCP
  3. Set principled BSDF parameters via MCP
  4. Query material count per scene
  5. Verify material names follow convention

Constraints

MUST DO
  • Reuse master materials; instance variations
  • Name materials MAT_[Surface]_[Descriptor]
  • Match PBR values to style skill direction
  • Limit material count per asset budget
  • Test materials in target lighting setup
MUST NOT DO
  • Unique material per object (unless hero)
  • PBR values outside physically plausible range (realistic style)
  • Skip vertex color masks for variation
  • Leave default material names
  • Finalize materials before UVs complete

Reference Guide

TopicReferenceLoad When
Surface recipesreferences/surface-recipes.mdSpecific materials
Procedural nodesreferences/procedural-patterns.mdWear, dirt, variation

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