智能体工作流

blockbench-texturing

jasonjgardner/b…-project

Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.

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安装命令

npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-texturing

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