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SKILL.md

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)

skills/blender-texturing/SKILL.md

MITFull file
1# Texturing
2
3The 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.
4
5## One call each
6```
7scripts/smart_material.py -- --objects Crate --wear 0.5 --grime 0.4 --dust 0.3
8scripts/smart_material.py -- --objects Crate --rust 0.6 --under-color 0.3 0.29 0.28 # rusty iron
9scripts/smart_material.py -- --objects SM_Crate --wear 0.5 --curvature-map //tex/T_Crate_CURV.png --ao-map //tex/T_Crate_AO.png
10scripts/decal.py -- --target Wall --at 0 -0.1 1.5 --image //decals/hazard.png --size 0.4
11scripts/smart_material.py -- --objects Crate --remove # exact restore
12```
13
14## How pros layer a material
15Start 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.

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