blockbench-texturing

Installation
SKILL.md

Blockbench Texturing

Create and paint textures for 3D models using Blockbench MCP tools.

When the model should use Minecraft's own textures ("vanilla" or "default" textures, or a named block such as bricks or oak planks), use vanilla textures. It downloads Mojang's originals from the CDN before any painting or generation.

For animated texture sheets, use flipbook textures: generate artwork through the GPT Image 2.5 texture skill, convert measured sprite cells to a vertical strip, and configure one-frame UV dimensions and playback metadata.

Plan UVs Before Texture Detail

Carry forward the user's appearance/performance preference. For performance or balanced designs, allocate shared UV tiles for repeated braces/infills, seat ribs, seams, and mounting details before adding geometry. Paint small fasteners onto existing supporting faces; add aligned PBR maps when the target supports them. Reusing UVs alone does not reduce the geometry already present.

Fix texel density before sizing textures. Choose between tiled faces and a unique atlas; for low-poly glTF, collapse face UVs onto a palette atlas. Confirm whether the target accepts non-square or non-power-of-two images: Minecraft does not, while Hytale and Babylon.js do. Minecraft face UVs do not wrap, so repeat a tile by splitting faces. See real-time asset planning sections 7–9.

Inspect the target's box/per-face UV mode and effective UV dimensions before painting. UV units can differ from image pixels; formats with per_texture_uv_size use each face's texture dimensions. Preserve deliberate mirrored/repeated UV overlaps, and allocate unique space for asymmetric detail. Preview a checker or directional mark for stretching, orientation and seams. Match pixel density to the user's style and viewing distance; Minecraft pixel-art rules do not apply to every format. See format and delivery guidance.

Blockbench's native texture-template workflow can lay out UVs, but create_texture creates/imports an image and does not generate that layout. auto_uv_mesh maps faces and does not pack islands. For packed layouts, use a tool actually advertised by the running bundle or the native template/UV workflow; preserve an existing painted atlas before rearranging it.

Preserve UV Proportions and Material Scale

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Jan 24, 2026