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texture-workflow

Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.

The English summary is being prepared. Showing the original description.

Works withBlender
See how to install

Files included (3)

  • SKILL.md3.9 KB
  • references/bake-troubleshooting.md1.1 KB
  • references/orm-packing.md891 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Texture Workflow

Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.

When to Use

  • Baking sculpt detail to normal maps
  • Creating texture atlases for modular kits
  • PBR texture set generation
  • Decal placement and blending
  • Texture memory optimization

Workflow

High/Low Poly Setup → Cage Setup → Bake Maps → Composite
    → Atlas Pack → Engine Format Export → Validation

Standard PBR Texture Set

MapFormatNotes
Base ColorsRGB PNGNo embedded AO
NormalLinear PNGOpenGL convention unless engine specifies
RoughnessLinear PNGSingle channel
MetallicLinear PNGSingle channel
AOLinear PNGMultiply in shader, not base color
HeightLinear PNGOptional parallax
EmissionsRGB PNGMask-based
ORM PackedLinear PNGR=AO, G=Roughness, B=Metallic (Unreal)

Naming: T_[Asset]_[Map] per ../references/naming-conventions.md

Bake Setup

1. Low-poly mesh with UVs (active)
2. High-poly mesh (sculpt or detail) — selected
3. Cage extrusion: 0.01–0.05m (adjust per asset scale)
4. Ray distance: match cage
5. Bake margin: 16px minimum
6. Anti-aliasing: enabled

Maps to Bake

MapSourcePriority
NormalHigh→LowRequired
AOHigh or low (cavity)Required
CurvatureHigh sculptWear masks
PositionHighOptional (blending)
ThicknessSubsurface meshesCharacters

Texture Atlas Strategy

Modular kits share one atlas:

1. All modules UV'd to shared 0–1 or UDIM space
2. Bake each module to atlas regions
3. Trim sheet areas for repeating detail
4. Single material references atlas
5. Document region map for artists

Decals

  • Decal mesh projected on surface
  • Separate UV channel or atlas region
  • Blend via alpha mask
  • Limit decal overdraw in engine

Memory Optimization

TechniqueSavings
ORM packing3 textures → 1
Shared atlasN materials → 1 texture
Lower res on hidden surfaces50%+ memory
BC compression in engine4:1 or 6:1
Trim sheetsReuse detail across assets

Resolution Guidelines

See ../references/polycount-budgets.md texture section.

MCP Integration

  1. Setup bake objects via MCP
  2. Configure bake settings via MCP if supported
  3. Export baked images via MCP
  4. Assign baked textures to materials via MCP
  5. Query texture count and resolution

Validation Checklist

  • Normal map correct orientation (test in engine)
  • No UV seams visible in bake
  • AO not baked into base color
  • Consistent texel density in final textures
  • Texture resolution within budget
  • Files named per convention
  • sRGB vs Linear correctly assigned

Constraints

MUST DO

  • Bake high-poly detail before discarding sculpt
  • Use cage for clean normal bakes
  • Pack ORM for engine efficiency
  • Test normal map orientation in target engine
  • Document atlas regions for modular kits

MUST NOT DO

  • Bake without cage on complex shapes
  • Embed AO in base color (PBR standard)
  • Exceed texture budget without LOD justification
  • Use inconsistent normal map conventions
  • Skip margin in bake settings

Reference Guide

TopicReferenceLoad When
Bake troubleshootingreferences/bake-troubleshooting.mdBake artifacts
ORM packingreferences/orm-packing.mdUnreal/Unity export

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