Blender Texturing logo

Blender Texturing

Community
EL4CTEO
blender-texturing

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.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-texturing
Stars
605
Forks
52
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Texturing AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-texturing
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-texturing .claude/skills/blender-texturing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Texturing in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Texturing on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Texturing is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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".

smart_material.py

  • Inserts one TX_Layers group in front of every Principled BSDF (Base Color, Roughness, Metallic) and records the originals, so --remove restores links and values exactly. Re-running updates values in place. All layer amounts stay inputs on the group node, so you can tweak them there.
  • Curvature, live and portable (Cycles + EEVEE, no bake): the TX_Curvature point attribute is the mean elevation of the neighbours within --edge-width (m, default 0.02). It's density-independent: band ≈ edge width. Set the width to roughly the bevel width (1–3 cm on props, 5–10 cm on buildings). Cost: ~1.5 s per 30k verts.
  • It needs mid-poly density (bevels/supports). When the median edge is > 4× the edge width, the result carries a note: wear would smear across whole faces. On low-poly game meshes, bake from the high (bake_maps.py --high ... --maps normal ao curvature) and pass --curvature-map/--ao-map (loaded as Non-Color, read through --uv).
  • Noise is in object space (--scale = feature size in m), so masks stick to the asset when it moves. Mirrored/linked duplicates share the pattern, so vary --scale or the object if that shows.
  • Colors are sRGB 0–1. Defaults: steel under paint (0.56, 0.57, 0.58, metallic 1, roughness 0.35). For wood under paint, use --under-color 0.45 0.32 0.2 --under-metallic 0 --under-roughness 0.7.

To game engines

Engines don't run Blender node trees. Bake the result into a texture set: bake_maps.py -- --low SM_Crate --maps basecolor roughness metallic normal --pack-orm (self-bake, no --high). Then build_pbr_material.py --textures and export. Check the result with blender-asset-qa and a lit look.

Decals (decal.py)

  • Places a subdivided plane at the closest surface point to --at, oriented to the normal and spun by --rotation. A Shrinkwrap (project, above surface) keeps it --offset (2 mm) off the surface. It's parented, has no shadow, uses Dithered alpha, and its height follows the image aspect.
  • It measures the gap at every triangle like blender-asset-qa does, and doubles --subdiv (to 128) until flat triangles stop dipping over convex creases. The result reports gap_min_m/gap_max_m. Never place decals at 0 offset: that's guaranteed z-fighting.
  • Games: mesh decals cost a draw call each and need alpha sorting. Merge decals that share an atlas into one mesh, use engine projectors (UE Decal Actor, Unity URP Decal Projector, Godot Decal) for dynamic ones, or bake them into the base texture.

Trim sheets, tiling, painting

Trim sheets, tiling with vertex-color blends, hand/texture painting (5.2 brush assets) and headless pixel writes: references/trims-tiling-painting.md.

Gotchas

  • Mask textures (curvature, AO, roughness, ID) must be Non-Color. The script forces it, but hand-made nodes often don't.
  • Apply scale before computing curvature or setting --scale. Both are world-sized.
  • TX_Curvature is mesh data. Applying modifiers or remeshing afterward invalidates it, so re-run after topology changes.
  • Viewport EEVEE vs Cycles: identical masks (no Bevel/Pointiness/AO shader nodes are used, because those are Cycles-only or screen-space).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Texturing AI skill do?

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.

Why use Blender Texturing on TypingMind?

Because you install it once and use it with any model. Blender Texturing is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Texturing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-texturing. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Texturing?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Texturing?

As many as you like. As long as a model supports skills, you can use Blender Texturing with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Texturing AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇