Skills

Blender Texturing

Texture authoring in Blender 5.2 - smart-material layers (edge wear, cavity grime...

Install

npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a claude-code -y
Category
Engineering
Updated
5d ago
License
MIT
Context cost
Lightabout 1,254 tokens
Runs scripts
Yes, review before use

What it does

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.

Texturing

The 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.

One call each

scripts/smart_material.py -- --objects Crate --wear 0.5 --grime 0.4 --dust 0.3
scripts/smart_material.py -- --objects Crate --rust 0.6 --under-color 0.3 0.29 0.28    # rusty iron
scripts/smart_material.py -- --objects SM_Crate --wear 0.5 --curvature-map //tex/T_Crate_CURV.png --ao-map //tex/T_Crate_AO.png
scripts/decal.py -- --target Wall --at 0 -0.1 1.5 --image //decals/hazard.png --size 0.4
scripts/smart_material.py -- --objects Crate --remove                                  # exact restore

How pros layer a material

Start 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:

LayerMask (cause)Look
Edge wearconvex curvature (edges get hit) + chip noisereveals the under-material: bare metal, primer, raw wood
Rustcavities and worn edges + blotch noiseorange-brown, metallic 0, roughness ~0.85
Grimeconcave curvature + (1 − AO) (dirt collects where it can't be wiped)dark, rougher, not metallic
Dustworld up-facing normal × patch noise (it settles from above)light, roughness ~0.9
Breakupfine noise on roughness (±25%)the cheapest realism win; never ship a flat roughness value
Pure curvature looks procedural and even. Always multiply in noise so wear is heavy in some places and absent in others. Less is more: wear 0.2, 0.4 reads as "used", and 0.7+ reads as "abandoned".
Read the whole SKILL.md on GitHub

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