mcpField
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texture-workflow

texture-workflow

github.com/arjun988Creative & media1.3k328 installsUpdated 16w ago
Repository

About texture-workflow

texture-workflow is a skill for artists preparing high-poly detail and PBR textures for efficient, engine-ready assets. It covers baking, atlas and decal workflows, memory optimization, export, and validation.

Key features

  1. 01Bake high-poly detail into texture maps
  2. 02Plan shared texture atlases
  3. 03Place and blend decals
  4. 04Optimize texture memory with ORM packing
  5. 05Export and validate engine-ready textures

Use cases

  1. 01Bake sculpt details onto low-poly assets
  2. 02Create atlases for modular kits
  3. 03Generate PBR texture sets
  4. 04Reduce texture memory for game assets

MCP support

The skill describes using MCP to set up bake objects and settings, export baked images, assign textures to materials, and query texture counts and resolutions.

Install

Copy the command and run it in a terminal.

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

After installing, type/texture-workflowin Claude Code to confirm it loaded.

Bundled filesreferences/bake-troubleshooting.mdreferences/orm-packing.md

Details

From the project README

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

MapFormatNotes
Base ColorsRGB PNGNo embedded AO
NormalLinear PNGOpenGL convention unless engine specifies
RoughnessLinear PNGSingle channel
MetallicLinear PNGSingle channel
AOLinear PNGMultiply in shader, not base color
HeightLinear PNGOptional parallax
EmissionsRGB PNGMask-based
ORM PackedLinear PNGR=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

MapSourcePriority
NormalHigh→LowRequired
AOHigh or low (cavity)Required
CurvatureHigh sculptWear masks
PositionHighOptional (blending)
ThicknessSubsurface meshesCharacters

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

TechniqueSavings
ORM packing3 textures → 1
Shared atlasN materials → 1 texture
Lower res on hidden surfaces50%+ memory
BC compression in engine4:1 or 6:1
Trim sheetsReuse 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

TopicReferenceLoad When
Bake troubleshootingreferences/bake-troubleshooting.mdBake artifacts
ORM packingreferences/orm-packing.mdUnreal/Unity export

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