el4cteo/blender-skills

blender-retopology-uv

Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs.

Ver código fuente

Cómo usar

  1. Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
  2. Consulta las herramientas, credenciales y entornos necesarios en el documento original.
  3. Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/el4cteo/blender-skills --skill blender-retopology-uv

Antes de empezar

  • La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
  • Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Documento original del Skill

Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.

Retopology & UVs

The execution model is in blender-core.

Retopology

Automatic (scripts/auto_retopo.py -- --objects Sculpt --tris 8000 --method ...) makes <name>_low and leaves the source hidden:

MethodUse forNotes
quadrifloworganic props, static characters, scansclean quads. Voxel-remeshes first so the input is manifold; UVs are lost (re-unwrap)
decimatebackground props, LODs, AI-generated mesheskeeps UVs/shape, gives triangles. Fast
planarhard-surface CAD/boolean resultsdissolves flat areas; keeps seams/sharp/material/UV borders

Manual (hero characters, anything that deforms). Set up a new mesh object with a Shrinkwrap modifier (PROJECT, target = sculpt), snapping to FACE_PROJECT + use_snap_project, and the source in a different viewport color/x-ray. Auto retopo isn't good enough for deforming hero meshes, because the edge flow below matters.

Edge flow rules for deforming meshes

  • Concentric loops around the eyes and mouth (≥3 rings). The nasolabial loop flows from the nose wing to the mouth corner.
  • 3 loops at every bending joint (elbow, knee, finger knuckles), plus a loop on each side to keep volume. The shoulder needs extra loops for raising the arm.
  • Keep poles (3/5-edge verts) out of bending areas. Put them on flat, stiff regions (chest, back of skull).
  • Distribute quads evenly, with density where deformation and silhouette need it. Use triangles only in hidden, non-deforming spots.
  • Character tri budgets in 2026: mobile 5–15k, Roblox body ≤ 10.7k total, console/PC third-person 30–80k, hero/cinematic 100k+. Check the target in blender-game-optimization.

UVs

  1. Seams: hide them (under arms, inner legs, back of the head, under parts), follow hard edges, cut cylinders on the back side. Rule for game meshes: every hard edge (>~60°, sharp_edge) must be a UV seam, or the normal map shows artifacts. scripts/uv_pack.py --seams-from-sharp 60 does this.
  2. Unwrap: --method seams (Angle Based with marked seams), --method min_stretch (SLIM, 4.3+, least distortion on organics), --method smart (hard-surface/auto, --angle 66).
  3. Straighten rectangular islands (Follow Active Quads, live only) so trims and pixel grids line up.
  4. Average island scale + pack with margin in pixels: 2k → 8 px, 4k → 16 px, mobile 1k → 4 px. --shape CONCAVE gives the tightest pack (slow headless). The default AABB is instant.
  5. Texel density (scripts/texel_density.py --res 2048): keep spread ≤ 1.3 within an asset. Set it with --set <px/m>; if fits_0_1 is false, change res or density.
  6. QA: blender-asset-qa reports zero-area UV faces and overlap %.

Texel density targets (px/m; studio baselines, not laws)

Contextpx/m
First-person hero / weapons1024–2048
First-person environment512–1024
Third-person games512 (console/PC), 256 (mobile)
Top-down / strategy128–256
Roblox~256–512 per texture: 5×5 studs → 256², 10×10 → 512², 20×20 → 1024²

Everything in the same scene should share one density. The exception is hero assets, kept within 2x.

Special cases

  • Mirrored/stacked UVs save space but break unique bakes. Move the duplicate islands exactly +1 U (outside 0–1) during baking, then move them back. Their normal maps must be mirror-safe (tangent space handles it in engines with MikkTSpace).
  • Lightmap UV2 (--lightmap, gives UVMap_Lightmap): no overlaps, every island inside 0–1, generous margin. Unreal/Unity can generate their own; ship one only if the engine pipeline wants it. Keep UV0 active for texturing.
  • UDIMs (film/hero): islands in tiles 1001+ (U offset 1 per tile). Texture node image source="TILED". Game engines mostly don't support UDIMs.
  • Trim sheets: unwrap the strips, then scale/move the islands onto the trim rows (V positions from the trim layout). Islands may exceed 0–1 in U for tiling.
  • Roblox: exactly one UV set, all inside 0–1. Overlaps are allowed.

Gotchas

  • 5.0+: UV selection is shared across UV maps (.uv_select_* attributes). Old BMLoopUV.select code fails.
  • uv.* operators run in Edit Mode and act on selected faces. Select everything first (scripts handle this).
  • Headless uv.pack_islands with CONCAVE/CONVEX + rotation can take 2–25 s even on tiny meshes. Use AABB while iterating.
  • Unwrap warning "failed to solve island": the island has no seams (closed shape). Add seams.
  • Apply scale before measuring texel density, or the density reads wrong (the scripts use world space and already account for scale).

Relacionados por tarea

del mismo repositorio

Más Skills

Todos los Skills
el4cteo
Comunidad

blender-asset-qa

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

instalaciones
2
GitHub Stars
318
Actualizado
19 oct
el4cteo
Comunidad

blender-game-optimization

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

instalaciones
2
GitHub Stars
318
Actualizado
19 oct
el4cteo
Comunidad

blender-pbr-materials

Physically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.

instalaciones
2
GitHub Stars
318
Actualizado
19 oct
el4cteo
Comunidad

blender-texture-baking

Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.

instalaciones
1
GitHub Stars
314
Actualizado
19 oct