Asset Pipeline
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
A skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .claude/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.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/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .claude/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shadingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .agents/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .agents/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .cursor/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .cursor/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/scenario-labs/skills.git --path skills/dcc/blender/scenario-blender-texturing-shading--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .gemini/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .gemini/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shadingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .github/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .github/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .opencode/skills/scenario-blender-texturing-shading && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenario-blender-texturing-shading" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/blender/scenario-blender-texturing-shading into .opencode/skills/scenario-blender-texturing-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-blender-texturing-shading", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenario-blender-texturing-shadingA skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…
Scenario Blender Texturing Shading is an agent skill from scenario-labs/skills. Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).
It sits in Game Development, covering Game assets and audio. It works with Blender. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Blender Texturing Shading loads about 3.9k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 131 tokens; SKILL.md has 1,654 words of instructions outside code blocks.
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.
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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,654 words, ~3,924 tokens.
.claude/skills/scenario-blender-texturing-shading/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or flat colors), then contrasty black/white masks that place color, roughness, height and subsurface, all editable in nodes. Values are judged under honest light in both engines, and baking comes last, for portability. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Baking maps: scenario-blender-uv-baking. Lighting and final renders: scenario-blender-lighting-rendering.
Toolkit: scripts/bx_materials.py (builders, headless painting, checks; exercised by tests/code/blender-texturing-shading/). sys.path.append("<this skill>/scripts"); import bx_materials as M.
| Input | Changes | Default when silent |
|---|---|---|
| Target: Cycles still, EEVEE, game engine | live Cycles-only nodes vs baked; AO in albedo (render) vs ORM (game) | Cycles finals, EEVEE side by side |
| Style: realistic or stylized | scanned set + grime vs procedural or hand-painted light | stylized restraint (Kaspar) |
| UVs and deformation | UV images vs box projection vs Object procedurals | rigid, no UVs: box; deforming: UV only |
| Scale | tile size, bump/displacement meters | real meters, scale applied (all experts) |
| Texel budget, export | 2K to 4K hero paint, 4K to 8K large tiling surfaces | 2K hero prop, glTF ORM, OpenGL normals |
diffuse_color set; values picked on the Diffuse Color pass (matcap made Kaspar's skin too pale). Apply scale. GATE: M.value_report(objs) clean.M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...): color spaces by role, AO multiplied at factor 1 (Price: restores the cavity shadow flash capture removes; ao_mode="gltf" for games), bump only without a normal map, height_as="displacement" drops the normal map and sets Cubic interpolation, Displacement and Bump, Scale 0.2 for Poliigon (fixed 20 cm range); add Simple subdivision and shade smooth. UV tile = the set's physical size. Rigid, no UVs: projection="BOX". Procedural: Object coordinates (UV on deforming meshes), Noise Detail at most 5 (cost doubles per level, Price). GATE: M.audit_material(mat, obj) has no errors.M.mask_from_points, M.write_vertex_values, M.smooth_attribute, M.curvature_attribute, M.TexelMap + M.project. Price's Color Burn: soft mask (A) burned by a contrast-ramped height map (B) breaks the mask along bricks or into grout (procedures P18). GATE: render each mask as emission.M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1) adds variation, cavity/grunge dirt and chipped edges. Blend modes: Multiply darkens (grime, mold), Screen lightens (efflorescence, highlights; Add exceeds 1), Subtract on the height chain for spalling (Price). Chain order sets age (a decal before grime reads old). Decals: Alpha into Factor, Extension Clip (M.add_decal). GATE: M.preview(objs, out, rigs=("studio", "roughness")): effects follow form and water paths, nothing uniform, repeats broken.M.stylized_skin(mat, obj=body) (masks col_brighter/col_darker/col_lips/col_sss/col_rough); M.stylized_eye per eye object (origin at the eyeball center) plus M.cornea_material and cornea.visible_shadow = False; hair shine: Anisotropic with a Tangent on a strand-aligned UV map (Cycles only). GATE: rigs=("backlit",): red glow on ears, nostrils, lips, fingers; front not waxy; sclera off-white.M.painted_light(mat, obj) from a curvature attribute, bake Emit, judge with rigs=("unlit",).Paint Hard/Soft, Airbrush, Blur, Smear, Fill, Mask); a factory 5.2 session paints BLACK until the brush and unified color are set; strokes project from the screen, so face the surface (Abbitt); Erase needs an alpha channel; bleed 8 to 12 px (Kaspar, Abbitt). Use M.gui_texture_stroke(): it forces a redraw (projection painting occludes with the depth buffer of the previous draw: a stroke issued in the setup call painted 162 texels in one run instead of about 14,000, full coverage in another) and resamples dabs. Headless: M.TexelMap + M.paint_stroke paints by world distance, seams included; M.dilate, then M.save_image (images are never saved with the .blend by a script). GATE: renders from views crossing seams.M.preview (EEVEE and Cycles, studio, backlit, roughness), M.value_report, labeled frames and node groups (Kaspar, Price). Bake procedural channels via Emission, 30+ samples, validate by rebuilding from the maps (scenario-blender-uv-baking).| Value | Number | Source |
|---|---|---|
| Dielectric albedo / metal reflectance | sRGB about 30 to 240 / 180 to 255; metallic 0 or 1 | ranges [added]; binary metallic: Ryan King, Price |
| Skin roughness | 0.68 to 0.72, rough zones 0.72 to 1, lips and mouth about 0.4 | Kaspar |
| Pores | Voronoi Smooth F1 scales 100 and 200, noise mix 0.2 to 0.25 | Kaspar, on his UVs |
| Skin SSS scale (5.2) | 0.005 to 0.04 m | measured on a 0.33 m head; Kaspar's v1 0.02 to 0.15 is waxy in 5.2 |
| Bump | Distance about 0.001, Strength 0.1 to 0.2 for fabric | Kaspar |
| Displacement | Scale 0.2 (Poliigon), Midlevel 0.5, Cubic, 16-bit source | Price |
| Brick wall roughness | about 0.7 | Price |
| Color tweak | Hue within 0.5 plus or minus 0.04 | Price |
| Noise Detail | 5 or less | Price |
| Edge-wear Bevel radius | 0.04 on a 1 m crate | measured |
| Paint bleed / island margin | 8 to 12 px / 0.01 to 0.05 | Kaspar, Abbitt |
| Painted height | 2K, 32-bit float, base 0.5, Non-Color | Kaspar; 0.5 gray base also Ryan King |
| Bake samples | 30 minimum | Kaspar |
Measurable:
M.audit_material(mat, obj): color spaces by role, no image straight into Normal, explicit UV maps, Bump Distance at most 0.05, no Add Shader or raw summed normals, Emission Strength set, no gray constant metallic, normal map plus displacement flagged, non-Cubic displacement image, Noise Detail above 6, unsaved images.M.value_report(objs): dielectric albedo within 30 to 243 sRGB (under 2% outside), metal above 180, fractional metallic under 5% (live Bevel/AO wear exceeds it until baked), roughness std above 0.01.col_* and matching every Attribute node exactly (Kaspar, Price).Visual: M.preview EEVEE vs Cycles nearly identical; roughness row shows breakup; backlit glow only where flesh is thin; grazing light shows relief without terracing; repeats broken at distance; per-layer mute renders each add something (Price); scale against a human reference.
| Mistake | Looks like | Fix |
|---|---|---|
| Data map left sRGB | bent bump, wrong gloss | Non-Color |
| Normal map and displacement together (Node Wrangler default) | doubled or broken relief | keep one |
| Displacement with no geometry or Catmull-Clark | nothing, or rounded corners | Simple subdivision, shade smooth |
| Pre-4.5 Bump Distance 1.0 | stepped, plastic | real height, about 0.001 to 0.01 |
| Emission Color set, Strength 0 | no glow | Strength above 0 |
| Kaspar's v1 SSS values in 5.2 | waxy white ears | 0.005 to 0.04, check backlit |
| Bevel wear or Pointiness in EEVEE or games | wear missing | bake, or curvature_attribute |
| Threshold on live Bevel/AO for metallic | grainy gray borders | bake, then threshold |
| Cornea shell in EEVEE, default thickness | iris magnified | Thickness 0 (cornea_material) |
| Mask straight from Noise | effect barely visible | ramp or Map Range for contrast |
| Stroke right after setup | partial or no paint, varies per run | redraw first (gui_texture_stroke) |
| Paint color never set / new color attribute | black strokes / white mask | set colors; write zeros first |
| Box projection or Generated coords on a rig | texture swims | UV coordinates |
sRGB, Non-Color, Linear Rec.709. Displacement node Scale default 0.01; material.displacement_method (not material.cycles); EEVEE displaces since 4.2 (Displacement and Bump).use_nodes deprecated; surface_render_method replaces blend_method; refraction needs use_raytrace_refraction plus scene ray tracing.image_brush_type; Blur is SOFTEN; sample color Shift+X.paint.vertex_color_dirt works headless in Object mode; byte images store encoded values, float Linear Rec.709 images convert to sRGB when saved as PNG.references/procedures.md: tested code for every stage (texture sets, displacement rule, box projection, wear, curvature, decals, skin, eyes, anisotropy, GUI and headless painting, high-pass, checks, camera-ray world, clay switch, painted light, Color Burn masks, physical UV scale).references/expert-notes.md: reasoning per expert with timestamps and the disagreements with their deciding conditions.references/critique.md: rubric for judging your own renders and node trees.references/sources.md: every source video, credential, best timestamps.© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-texturing-shading of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Blender Texturing Shading 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Blender Texturing Shading this skillscenario-labs/skills | 946 | — | ~3.9k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 6.5k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT |
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
arjun988/blender-skills
Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…. Scenario Blender Texturing Shading is an agent skill from scenario-labs/skills. Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless.
Scenario Blender Texturing Shading fits situations like: look-developing in Blender: building a PBR material from a texture set; procedural materials; color variation; triplanar mapping on meshes without UVs.
Run `npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-texturing-shading in scenario-labs/skills) into .claude/skills/scenario-blender-texturing-shading in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-texturing-shading in scenario-labs/skills) into .agents/skills/scenario-blender-texturing-shading in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-blender-texturing-shading, .gemini/skills/scenario-blender-texturing-shading, .github/skills/scenario-blender-texturing-shading and .opencode/skills/scenario-blender-texturing-shading in your project.
Going by SKILL.md and its folder, Scenario Blender Texturing Shading needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Scenario Blender Texturing Shading is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.9k tokens (SKILL.md is roughly 16k 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 19k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Blender Texturing Shading: Asset Pipeline (rehan-remade/universal-modder, 6.5k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars) and Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.