# Blender Texturing

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

- Repository: https://github.com/EL4CTEO/blender-skills (651 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a claude-code -y`
Codex: `npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a codex -y`
Cursor: `npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a cursor -y`
Gemini CLI: `npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add EL4CTEO/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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:
| Layer | Mask (cause) | Look |
|---|---|---|
| Edge wear | convex curvature (edges get hit) + chip noise | reveals the under-material: bare metal, primer, raw wood |
| Rust | cavities and worn edges + blotch noise | orange-brown, metallic 0, roughness ~0.85 |
| Grime | concave curvature + (1 − AO) (dirt collects where it can't be wiped) | dark, rougher, not metallic |
| Dust | world up-facing normal × patch noise (it settles from above) | light, roughness ~0.9 |
| Breakup | fine 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".

The rest: https://github.com/EL4CTEO/blender-skills/blob/HEAD/skills/blender-texturing/SKILL.md
