Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新