blender-uv-material

Installation
SKILL.md

UV and material workflow

Apply intended object scale before unwrapping. Obtain a fresh topology-bound selection, mark deliberate seams, unwrap selected faces and pack islands with explicit margins. Re-query selections after topology edits. Use uv.inspect to check missing, out-of-bounds and degenerate UVs; the current checker does not prove islands are non-overlapping, so visually inspect important assets.

Create PBR materials with finite normalized values. Connect base-color images as sRGB and roughness, metallic and normal data as Non-Color. Normal usage must pass through a Normal Map node. Import textures only from approved asset roots and preserve their source paths in delivery evidence.

Use material.create_node_group for the supported reusable shader controls and material.bake only with an active UV layer and approved output root. Save a working .blend before making paths relative, pack required images, then reopen the packed project from an independent directory.

Check node links, image paths, color spaces, UV coverage and material assignment before export. UV island overlap detection and arbitrary shader-node authoring remain outside the current verified interface; state that limitation rather than treating a successful bake as complete look development.

什么时候使用(When to Use)

资产需要 UV 展开、PBR 材质、纹理色彩空间、法线贴图、材质烘焙或依赖打包时使用。

输入与前置条件(Prerequisites)

  • 明确对象、拓扑版本、scale、seam 意图、texel 目标、贴图来源和输出根目录。
  • 纹理必须来自批准资产根;烘焙前确认活动 UV 和目标图像。
Installs
3
GitHub Stars
1
First Seen
Oct 3, 2026