Agent skill

Scenario Blender Uv Baking

by scenario-labs in scenario-labs/skills

A skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…

MITAuto-check passedGame Development

Install Scenario Blender Uv Baking

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-uv-baking --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-uv-baking .claude/skills/scenario-blender-uv-baking && 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
scenario-blender-uv-baking
GitHub stars
946
Token cost
~4.3k tokens
SKILL.md length
1,780 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…

  • Works in 10 steps: Pre-flight. Apply scale (On Mars 3D: it… → Seams. Hard surface:… → Unwrap. unwrap(obj, method="BEST"), or… → …
  • Setting texel density
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Uv Baking is an agent skill from scenario-labs/skills. Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.

Its SKILL.md is about 4.3k 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. 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.

When your agent uses it

  • Setting texel density
  • Laying out UDIMs
  • Displacement maps from a sculpt
  • High poly onto a low poly

Example prompts

  • “/scenario-blender-uv-baking”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Pre-flight. Apply scale (On Mars 3D: it "fixes the vast majority" of problems). Clear non-manifold geometry, doubles and back faces…
  2. Seams. Hard surface: seams_from_sharp(obj, 30, mark_sharp=True). Organic: build part labels (head, ears, limbs, torso front and back…
  3. Unwrap. unwrap(obj, method="BEST"), or the method the island type calls for. GATE: unsolved_faces 0 (the operator returns FINISHED even…
  4. Straighten grid-like islands (hard surface, garments, strands): straighten(obj) before any scaling. GATE: straight stripes in the checker.
  5. Texel density. normalize_texel_density(obj, target, res, weights), then texture_size_for(obj, target). GATE: island spread within 10-20%…
  6. Pack. pack(obj, tex_res=res), with scale=False for a strict density and allow_any=True for organic islands. UDIM: pack each region, then…
  7. Look. uv_layout_image, checker_review, distortion_review(metric="angle"). Judge with references/critique.md.
  8. Bake prep. prepare_low(low, triangulate=game, sharp_from_uv_islands=hard_surface). Check the silhouette against the high…
  9. Bake. bake_high_to_low(low, highs, out, res=512) first, then the final resolution. It uses adaptive extrusion by default and hides every…
  10. Review and hook up. bake_review(low, highs, paths, out): the low with maps must read like the high under the raking light. Then…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    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.

  • 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

Scenario Blender Uv Baking loads about 4.3k tokens when it runs, and up to ~22k if it reads all its reference files. Until then it costs about 117 tokens; SKILL.md has 1,780 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~117
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~22k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,780 words, ~4,272 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-uv-baking/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-uv-baking
description
Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.
license
MIT

UV unwrapping and baking

Expert-level UVs put seams where the texturing method can afford them, set texel density before texture size, and pack with pixel-true padding. Expert bakes measure their projection distances instead of guessing, and are judged in pixels and under a raking light, never eyeballed once. Every stage below has a measurable gate that scripts/bx_uvbake.py computes. 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).

Stance (the expert delta)

  • Seams follow the texturing method. Kaspar (2021, 2D painting): as few as possible, hidden under hair, clothes and inner limbs. Blender Studio guide (2024, same author): more seams rather than fewer when you paint in 3D or bake, because stretch costs more. Game bakes add a hard rule: every hard edge is a seam, or the normal map cracks (Lampel, Gambrell, On Mars 3D, Polycount).
  • Only closed shells and long tubes need extra cuts. Morren: anything closed on itself needs one cut. Gambrell: cut every taped-paper ring once, hidden. But an island with holes (a face with eye holes, a washer) flattens fine. cut_to_disks test-unwraps it and cuts only if it stretches [added; cutting everything folded the sheep's big islands].
  • Unwrap method is a measurement, and 5.2 defaults to CONFORMAL. Always pass method=. On Suzanne, Minimum Stretch gives the most even density (spread 1.38), Angle Based the best angles, and Conformal fails by area (5.89). On flat hard-surface islands all three converge. unwrap(method="BEST") picks per island and rejects islands that fold over themselves.
  • Density first, texture size second (Huge Menace). Targets: FPS 10.24 px/cm, weapon 20.48, third person 5.12, top-down 2.56. Priority follows the camera: face, hands and front up; soles, inner mouth and back down (SpeedChar, Kaspar). Match texture sets by scaling the denser set down, never the other up (Gambrell).
  • Straighten, then equalize, then pack without tilting (Lampel): Follow Active Quads from a truly rectangular quad, pin, re-unwrap the rest, pack with CARDINAL. Padding is a pixel number, res/128 (16 px at 2K), passed as FRACTION margin = gap/(2*res).
  • Measure the projection, never guess extrusion, and do not trust one global value. Ryan King's 0.01 then 0.02 was scene-specific. SpeedChar swept six values by hand, and the value that fixed the face broke the armpit ("when we fix something somewhere, some other problems occur", E6QMhGuhyoc [00:26:23]). Rays start on the low, and max_ray_distance counts from the extruded start. The adaptive bake keeps, per texel, the smallest extrusion that hits a front face. On the sheep it cut inverted texels from 7.5% to 1.2% [verified].
  • Unique UVs wherever baked lighting differs (SpeedChar: an AO ghost means shared texels). Stacked or mirrored copies move exactly one tile out of 0-1 before the bake (Polycount), because inside 0-1 the last island baked wins.
  • A bake is judged in pixels and under light. Blue < 0.5 means rays hit the far side. Exactly flat means rays missed. All-white AO means the distance is too small. Inverted pixels that do not move when extrusion changes point to a geometry problem, not a setting [verified on the sheep]. Multires bakes cast no rays: on the same surface they gave 0.09% inverted texels.

Establish first

InputChangesDefault when the brief is silent
Targetseams, symmetry, UDIM vs sets, triangulationgame engine, one 0-1 set per material
Texturing methodseam count and visibility3D painting/Substance: seams may show at the back
Cameradensity and prioritiesthird person 512 px/m, closest view defines tiles
Texture budgetresolution, sets, UDIM count2048 per set; texture_size_for decides
Deformationseams off joints, tangent-space normalscharacter: tangent space, unique UVs
High sourceSelected to Active vs Multiresseparate sculpt: Selected to Active
Engine conventionnormal green channelOpenGL (Blender, Unity, glTF); directx=True for Unreal

Workflow

  1. Pre-flight. Apply scale (On Mars 3D: it "fixes the vast majority" of problems). Clear non-manifold geometry, doubles and back faces (SpeedChar). Decide on Mirror and Solidify modifiers. If UVs exist, compare island_topology with uv_qa islands: seam flags in files are often leftover retopology marks, so run seams_from_uv_islands (Lampel) before re-unwrapping. GATE: scale 1, bx_audit clean, topology table read.
  2. Seams. Hard surface: seams_from_sharp(obj, 30, mark_sharp=True). Organic: build part labels (head, ears, limbs, torso front and back, soles, inner mouth and eyelids per the Kaspar and Morren seam maps in references/expert-notes.md), then seams_from_groups(obj, labels). Specific cuts: seam_path(obj, v_a, v_b, view_dirs). Then cut_to_disks(obj, view_dirs=[camera]). GATE: must_cut empty; a checker render shows no seams across hero areas that the brief cannot afford.
  3. Unwrap. unwrap(obj, method="BEST"), or the method the island type calls for. GATE: unsolved_faces 0 (the operator returns FINISHED even when it fails), folding_islands empty (else seams_from_groups(..., faces=folding_faces) and unwrap again), angle p95 at most 15 to 20 deg.
  4. Straighten grid-like islands (hard surface, garments, strands): straighten(obj) before any scaling. GATE: straight stripes in the checker.
  5. Texel density. normalize_texel_density(obj, target, res, weights), then texture_size_for(obj, target). GATE: island spread within 10-20%, or the intended priority ratios.
  6. Pack. pack(obj, tex_res=res), with scale=False for a strict density and allow_any=True for organic islands. UDIM: pack each region, then move_to_tile. GATE: uv_qa: 0 overlaps, gap at least res/128, border at least gap/2, coverage at least 0.70 or an explained exception.
  7. Look. uv_layout_image, checker_review, distortion_review(metric="angle"). Judge with references/critique.md.
  8. Bake prep. prepare_low(low, triangulate=game, sharp_from_uv_islands=hard_surface). Check the silhouette against the high (bx_audit.audit(low, high=...)). Explode interpenetrating or moving parts (explode, one axis). Run measure_projection: miss_pct under 2 and wrong_part_pct under 1, else use a cage, explode, or bake per pair.
  9. Bake. bake_high_to_low(low, highs, out, res=512) first, then the final resolution. It uses adaptive extrusion by default and hides every other object from render. Multires: bake_multires. Extras: bake_id, curvature_from_normal. GATE: sanity[...]["problems"] empty (inverted texels under 2%, notes from 0.2%), 16-bit PNG. If inverted texels remain, run map_problem_review to see where. If sweep_projection shows they do not move with extrusion, fix the geometry (fit, holes, thin parts), not the numbers.
  10. Review and hook up. bake_review(low, highs, paths, out): the low with maps must read like the high under the raking light. Then hookup_maps. Report measured numbers and what was not verified.
Show full SKILL.md (745 more words)Show less

Numbers

ValueRelative toSource
10.24 / 20.48 / 5.12 / 2.56 px/cmFPS world / FPS weapon / third person / top-downHuge Menace [00:12:28]
10-20% density mismatch invisiblebetween islands or setsGambrell [01:36:16]
coverage above 70%, 75% studio minimumone 0-1 tileGambrell [01:31:56], Huge Menace [00:16:27]
island gap res/128 (8/16/32 px at 1K/2K/4K)texture resolutionLampel [00:38:01], On Mars 3D [00:11:18]
FRACTION margin m: gap 2m, border mBlender packverified
bake margin res/128, 16 px at 2Ktexture resolutionOn Mars 3D, digest
cylinder sides: 6 min, 8 recommendedlow poly silhouetteOn Mars 3D [00:03:48]
samples: 16 for normals, 128 for AO, 1 only while iteratingantialiasing and noiseGambrell/Marmoset 16, SpeedChar 4x4, verified
test bake 512, final 2048iteration loopSpeedChar [00:59:09]
AO distance about 0.2 x bbox diagonal (default 10 units)asset size[added], verified effect
angle error p95 at most 15 deg organic, 3 deg flatper corner[added] from 5.2.1 measurements
Blender packer on an organic character: 55-62%16 px gap at 2Kmeasured on the sheep (several runs)
inverted texels: single pass 7.3-7.8%, adaptive 2.2% (sculpt) / 1.2% (consistent high)selected to active, sheepmeasured
2048 bake, 186k-face high: one pass normal + AO 4.4 s, adaptive 25 sMetal GPU, headlessmeasured

Quality gates

Code: q = uv_qa(obj, res), then uv_verdict(q, "game" or "film", priorities=...). unwrap()["unsolved_faces"] and ["folding_islands"]. measure_projection(). bake_high_to_low()["sanity"] (inverted, exact-flat, non-unit, AO black and white). Cross-check overlaps with bpy.ops.uv.select_overlap() when in doubt; it agreed with the raster on the tests.

Visual: layout PNG (islands, magenta overlaps), color-grid checker from front, side, three-quarter and the production camera (squares square, letters upright, seams hidden), angle and density heat maps, bake_review sheet (high, low, low + maps), map_problem_review when sanity flags pixels.

Common mistakes

MistakeLooks likeFix
uv.unwrap() without methodConformal area distortionpass method= or use unwrap(method="BEST")
Trusting FINISHEDclosed island keeps its old UVs, repackedzero the UVs first, check for zero-area faces (unwrap() does it)
Re-unwrapping without Seams from Islandslayout lost; retopology marks used as seamsseams_from_uv_islands first
Cutting every island to a diskslits, folded islandsmeasured cut_to_disks (default)
Pack rotation ANY after straighteningtilted grids, jaggy linesCARDINAL
Blender margin 0.005padding depends on island scaleFRACTION, gap/(2*res)
Target node active but not selectedbake returns CANCELED, no errorselect and activate; assert FINISHED
Low carries the sculpt as Multiresalmost flat normal maprender levels 0 for the bake (bake_high_to_low does it)
max_ray shorter than extrusion90% exactly flat mapray = extrusion + inward depth
One global extrusion on thin, close parts (ears on a head)inverted patches, neighbors baked inadaptive bake (default), explode, or per-pair bakes
Other objects render-visible during AOblack AOhide them from render; the active low never occludes
Default AO distance 10AO all dark or flatabout 0.2 x asset diagonal
Stacked UVs baked in 0-1one side's detail on bothunique UVs or offset_stacked
Hard edge inside an islandcrack linesseam it, or prepare_low(sharp_from_uv_islands=True)
Editing UVs after the bakeseams, tangent mismatchnever; re-bake

Blender 5.2 notes

  • uv.unwrap defaults to CONFORMAL. On failure it keeps the island's old UVs and repacks them. It has use_weights/weight_group (default group "uv_importance"): importance weights with Minimum Stretch. A weighted top half went from 31% to 74% of UV area [verified].
  • Sync select is on by default (5.0). BMLoopUV only has uv and pin_uv. A me.uv_layers[...] reference goes stale after an Edit Mode toggle, so keep the name.
  • pack_islands(udim_source="CLOSEST_UDIM") headless packed a region sitting in 1002 back into 1001: pack first, then move. uv.move_on_axis needs a UV editor.
  • Bake: the target must be selected AND active (5.0). Operator defaults differ from scene defaults (use_clear False vs True, EXTEND vs ADJACENT_FACES): pass everything. Selected to Active uses the low's render evaluation (Multires render_levels, shape keys). Multires settings live in scene.render.bake.use_multires with object.bake_image(). A float image saved as PNG is 16-bit. Normal Map node convention OPENGL/DIRECTX (5.1). UDIM tiles need image.tile_add(fill=True).
  • Auto Smooth is gone (4.1): smooth shading plus sharp edges; Triangulate "Keep Normals" is keep_custom_normals.

References

  • references/expert-notes.md: judgment by expert with timestamps, disagreements and deciding conditions, my 5.2.1 measurements. Load when choosing seams, density or a bake strategy.
  • references/procedures.md: tested pipelines (hard-surface, character, film/UDIM, Multires, bake-fix loop) and raw bpy snippets executed by the tests. Load before writing code.
  • references/critique.md: rubric for seams, stretch, density, packing, bake setup and baked maps, with proxies and severity. Load at every gate.
  • references/sources.md: videos, credentials, URLs, best timestamps, web references.
  • scripts/bx_uvbake.py: the module (docstrings list every function).

© 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

Files

SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-uv-baking of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_uvbake.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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Works with

Questions about Scenario Blender Uv Baking

What does Scenario Blender Uv Baking do?

A skill your agent uses when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement…. Scenario Blender Uv Baking is an agent skill from scenario-labs/skills. Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes.

When should I use Scenario Blender Uv Baking?

Scenario Blender Uv Baking fits situations like: setting texel density; laying out UDIMs; displacement maps from a sculpt; high poly onto a low poly.

How do I install Scenario Blender Uv Baking in Claude Code?

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

How do I install Scenario Blender Uv Baking in Codex?

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

Can I use Scenario Blender Uv Baking 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 scenario-labs/skills --skill scenario-blender-uv-baking -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-uv-baking, .gemini/skills/scenario-blender-uv-baking, .github/skills/scenario-blender-uv-baking and .opencode/skills/scenario-blender-uv-baking in your project.

What does Scenario Blender Uv Baking need to run?

Going by SKILL.md and its folder, Scenario Blender Uv Baking needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Uv Baking access the network?

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.

Is Scenario Blender Uv Baking 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Blender Uv Baking use?

Scenario Blender Uv Baking 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 Scenario Blender Uv Baking use?

About 4.3k tokens (SKILL.md is roughly 17k 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 18k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Uv Baking?

Skills that share tags, products or a category with Scenario Blender Uv Baking: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Uv Baking?

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.