Agent skill

Uv Workflow

by arjun988 in arjun988/blender-skills

Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts.

MITAuto-check passedAgent Workflows

Install Uv Workflow

skills CLI
$ npx skills add arjun988/blender-skills --skill uv-workflow -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills uv-workflow --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/uv-workflow .claude/skills/uv-workflow && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
uv-workflow
GitHub stars
271
Token cost
~1.1k tokens
SKILL.md length
435 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts.

  • Works in 5 steps: Mark seams via MCP if supported → Execute unwrap via MCP → Query UV island count and pack efficiency → …
  • Preparing meshes for texturing and engine export in Blender via MCP
  • SKILL.md covers When to Use, Workflow, Seam Placement Rules and Texel Density, plus 10 more sections
  • Calls uv

What it does

Uv Workflow is an agent skill from arjun988/blender-skills. Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/texel-density.md` and `references/trim-sheets.md`).

It sits in Agent Workflows, covering MCP servers. It works with Model Context Protocol and Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Preparing meshes for texturing and engine export in Blender via MCP
  • Tasks that involve MCP servers

Example prompts

  • “/uv-workflow”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Mark seams via MCP if supported
  2. Execute unwrap via MCP
  3. Query UV island count and pack efficiency
  4. Assign UV channels via MCP
  5. Validate no overlapping UVs (except intentional mirror)

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • uv

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use uv, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Uv Workflow loads about 1.1k tokens when it runs, and up to ~1.4k if it reads all its reference files. Until then it costs about 51 tokens; SKILL.md has 435 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~51
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 435 words, ~1,054 tokens.

Download SKILL.mdSave it as .claude/skills/uv-workflow/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
uv-workflow
description
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
UV, unwrap, seam, texel density, UV pack, UDIM, lightmap UV, UV layout
metadata.related-skills
texture-workflow, materials, export-pipeline

UV Workflow

Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready.

When to Use

  • After topology locked, before texturing
  • Modular kit UV atlas planning
  • Lightmap UV channel setup
  • UDIM workflows for hero assets

Workflow

UV Planning → Seam Marking → Unwrap → Texel Density Check
    → Pack → Mirror/Overlap Decision → Lightmap UV (if needed) → Validation

Seam Placement Rules

Place seams at:

  • Back of head, spine centerline
  • Inner arms, inner legs
  • Bottom of chin, underside of objects
  • Panel edges on hard surface (construction seams)
  • Hidden areas under clothing/overlaps

Never place seams on:

  • Face (front)
  • Primary gameplay-visible surfaces
  • Deforming joint centers (relocate to nearby hidden area)

Texel Density

Formula: Texel Density = Texture Resolution / UV Island Size in UV space

Target consistency across visible surfaces:

Asset TierTarget TD (px/m)
Hero512–1024 px/m
Standard256–512 px/m
Background128–256 px/m

Use same density for modular kit pieces sharing atlas.

Unwrap Methods

MethodUse When
Smart UV ProjectQuick blockout UVs only
Follow Active QuadsStrip UVs (roads, limbs)
Cube ProjectBoxy hard surface
Lightmap PackLightmap channel
Manual seam + UnwrapProduction default

UV Packing

  • Margin: 0.002–0.01 UV units (engine dependent)
  • Rotate islands for maximum packing efficiency
  • Group islands by material ID
  • Keep related islands near each other in UV space
  • Use UVPackmaster or native pack for production

Mirrored UVs

  • Mirror UVs for symmetrical characters (save texture space)
  • Offset mirrored islands slightly if engine requires unique bakes
  • Mark mirrored halves in object naming: _L / _R meshes if separate

UDIM Workflow

For hero assets exceeding single 4K texture:

  • Tile 1001: head
  • Tile 1002: torso
  • Tile 1003: limbs
  • Document tile assignment in production brief
Show full SKILL.md (186 more words)Show less

Lightmap UVs

Second UV channel requirements:

  • No overlapping islands
  • Consistent texel density less critical
  • Larger margin (0.02+) for light bleed prevention
  • Pack separately from texture UVs

Modular UV Atlas

1. Plan shared atlas resolution (2048/4096)
2. Assign UV islands per module to atlas regions
3. Trim sheet regions for repeating detail
4. Vertex color variation for module differentiation
5. Document atlas layout for texture artist

MCP Integration

  1. Mark seams via MCP if supported
  2. Execute unwrap via MCP
  3. Query UV island count and pack efficiency
  4. Assign UV channels via MCP
  5. Validate no overlapping UVs (except intentional mirror)

Validation Checklist

  • No unintended overlapping UVs
  • Consistent texel density on visible surfaces
  • Seams hidden at gameplay angles
  • UV islands within 0–1 (or UDIM tiles assigned)
  • Lightmap channel separate if required
  • Pack efficiency > 75%

Constraints

MUST DO
  • Plan UVs before final modeling (topology informed by UV needs)
  • Maintain texel density consistency
  • Hide seams at logical construction edges
  • Create lightmap UVs for baked lighting pipelines
  • Document atlas layout for modular kits
MUST NOT DO
  • Smart UV Project as final production UVs
  • Overlapping UVs on unique surface detail (unless mirrored)
  • Inconsistent texel density on same asset tier
  • Seams across faces or primary visible surfaces
  • Skip packing margins

Reference Guide

TopicReferenceLoad When
Texel density calcreferences/texel-density.mdHero assets
Trim sheetsreferences/trim-sheets.mdModular kits

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/uv-workflow of arjun988/blender-skills.

  • SKILL.md
  • references/texel-density.md
  • references/trim-sheets.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Uv Workflow next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Uv Workflow compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Uv Workflow this skillarjun988/blender-skills271—~1.1kAutomated safety check: PassMIT
Blender MCPTommy-yw/RunbookHermes5461 repos~1kAutomated safety check: PassMIT
Scenario Orbit Viewsscenario-labs/skills898—~2.3kAutomated safety check: PassMIT
Blender MCP Videomicky-li-hd/VideoCoCo115—~1.1kAutomated safety check: PassNone
MCP Server Builderanthropics/skills180k62 repos~2.3kAutomated safety check: PassApache-2.0
MCP Server BuildershareAI-lab/learn-claude-code78k5 repos~1.2kAutomated safety check: PassMIT

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Categories

Questions about Uv Workflow

What does Uv Workflow do?

Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Uv Workflow is an agent skill from arjun988/blender-skills. Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts.

When should I use Uv Workflow?

Uv Workflow fits situations like: preparing meshes for texturing and engine export in Blender via MCP; tasks that involve MCP servers.

How do I install Uv Workflow in Claude Code?

Run `npx skills add arjun988/blender-skills --skill uv-workflow -a claude-code`. Or copy the skill folder (.claude/skills/uv-workflow in arjun988/blender-skills) into .claude/skills/uv-workflow in your project. Claude Code loads it when a task matches its description.

How do I install Uv Workflow in Codex?

Run `npx skills add arjun988/blender-skills --skill uv-workflow -a codex`. Or copy the skill folder (.claude/skills/uv-workflow in arjun988/blender-skills) into .agents/skills/uv-workflow in your project. Codex loads it when a task matches its description.

Can I use Uv Workflow in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill uv-workflow -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/uv-workflow, .gemini/skills/uv-workflow, .github/skills/uv-workflow and .opencode/skills/uv-workflow in your project.

What does Uv Workflow need to run?

Going by SKILL.md and its folder, Uv Workflow needs the command-line tools its instructions call (uv).

Does Uv Workflow access the network?

SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Uv Workflow safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Uv Workflow use?

Uv Workflow is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Uv Workflow use?

About 1.1k tokens (SKILL.md is roughly 4.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 374 tokens, read only when the agent opens those files.

What are the alternatives to Uv Workflow?

Skills that share tags, products or a category with Uv Workflow: Blender MCP (Tommy-yw/RunbookHermes, 546 stars), Scenario Orbit Views (scenario-labs/skills, 898 stars), Blender MCP Video (micky-li-hd/VideoCoCo, 115 stars) and MCP Server Builder (anthropics/skills, 180k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uv Workflow?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 271 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.