uv-workflow
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
npx skills add arjun988/blender-skills --skill uv-workflow --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# UV Workflow Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready. ## When to Use - After topology locked, before texturing - Modular kit UV atlas planning - Lightmap UV channel setup - UDIM workflows for hero assets ## Workflow ``` UV Planning → Seam Marking → Unwrap → Texel Density Check → Pack → Mirror/Overlap Decision → Lightmap UV (if needed) → Validation ``` ## Seam Placement Rules Place seams at: - Back of head, spine centerline - Inner arms, inner legs - Bottom of chin, underside of objects - Panel edges on hard surface (construction seams) - Hidden areas under clothing/overlaps Never place seams on: - Face (front) - Primary gameplay-visible surfaces - Deforming joint centers (relocate to nearby hidden area) ## Texel Density **Formula:** `Texel Density = Texture Resolution / UV Island Size in UV space` Target consistency across visible surfaces: | Asset Tier | Target TD (px/m) | |------------|------------------| | Hero | 512–1024 px/m | | Standard | 256–512 px/m | | Background | 128–256 px/m | Use same density for modular kit pieces sharing atlas. ## Unwrap Methods | Method | Use When | |--------|----------| | Smart UV Project | Quick blo
- When to Use
- Workflow
- Seam Placement Rules
- Texel Density
- Unwrap Methods
- UV Packing
- Mirrored UVs
- UDIM Workflow
- Lightmap UVs
- Modular UV Atlas
- MCP Integration
- Validation Checklist
- Constraints
- MUST DO
What does the uv-workflow skill do?
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
How do I install it?
Run `npx skills add arjun988/blender-skills --skill uv-workflow --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From arjun988/blender-skills, a repository with 71 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
