blender-texturing
Agent skill fromEL4CTEO/blender-skills
Texture authoring in Blender 5.2 - smart-material layers (edge wear, cavity grime, dust, rust, roughness breakup) from curvature/AO masks, z-fight-safe decal and sticker placement, trim sheets, tiling + vertex-color blends, texture painting, baking the look to game texture sets. Use when a material needs wear, dirt, a decal, trims or hand painting, not just wiring.
How to install blender-texturing
install blender-texturing
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-texturing/
# into
~/.claude/skills/blender-texturing/ (all projects)
.claude/skills/blender-texturing/ (one project)
1# Texturing23The execution model is in `blender-core`. Material wiring and measured values are in `blender-pbr-materials`, and bakes are in `blender-texture-baking`. This skill authors the *surface story*: where paint chips, where dirt collects, what's printed on it.45## One call each6```7scripts/smart_material.py -- --objects Crate --wear 0.5 --grime 0.4 --dust 0.38scripts/smart_material.py -- --objects Crate --rust 0.6 --under-color 0.3 0.29 0.28 # rusty iron9scripts/smart_material.py -- --objects SM_Crate --wear 0.5 --curvature-map //tex/T_Crate_CURV.png --ao-map //tex/T_Crate_AO.png10scripts/decal.py -- --target Wall --at 0 -0.1 1.5 --image //decals/hazard.png --size 0.411scripts/smart_material.py -- --objects Crate --remove # exact restore12```1314## How pros layer a material15Start with a clean base (correct albedo/roughness, `blender-pbr-materials`), then stack from the inside out: **base → edge wear → rust → grime → dust**. Each layer has a physical cause:16| Layer | Mask (cause) | Look |17|---|---|---|18| Edge wear | convex curvature (edges get hit) + chip noise | reveals the under-material: bare metal, primer, raw wood |19| Rust | cavities and worn edges + blotch noise | orange-brown, metallic 0, roughness ~0.85 |20| Grime | concave curvature + (1 − AO) (dirt collects where it can't be wiped) | dark, rougher, not metallic |21| Dust | world up-facing normal × patch noise (it settles from above) | light, roughness ~0.9 |22…
Excerpt shown under the repository's MIT license.
