SuperAPI AI Directory

blender-uv-material

Design & creation

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Updated 10-15 21:47

About this skill

UV and material workflow

Apply intended object scale before unwrapping. Obtain a fresh topology-bound selection, mark deliberate seams, unwrap selected faces and pack islands with explicit margins. Re-query selections after topology edits. Use uv.inspect to check missing, out-of-bounds and degenerate UVs; the current checker does not prove islands are non-overlapping, so visually inspect important assets.

Create PBR materials with finite normalized values. Connect base-color images as sRGB and roughness, metallic and normal data as Non-Color. Normal usage must pass through a Normal Map node. Import textures only from approved asset roots and preserve their source paths in delivery evidence.

Use material.create_node_group for the supported reusable shader controls and material.bake only with an active UV layer and approved output root. Save a working .blend before making paths relative, pack required images, then reopen the packed project from an independent directory.

Check node links, image paths, color spaces, UV coverage and material assignment before export. UV island overlap detection and arbitrary shader-node authoring remain outside the current verified interface; state that limitation rather than treating a successful bake as complete look development.

When to Use

Use when the asset requires UV unwrapping, PBR materials, texture color space, normal maps, material baking, or packaging dependencies.

Prerequisites

  • Clarify the object, topology version, scale, seam intent, texel target, texture source, and output root directory.
  • Textures must come from the approved asset root; confirm the active UV and target image before baking.

Workflow

Step 1. Apply the expected scale, get the face selection bound to the current topology, and mark seams. Step 2. Unwrap and pack with an explicit margin, and run missing UV, out-of-bounds, and degenerate checks. Step 3. Create a limited set of PBR parameters and connect textures and Normal Map nodes by semantics. Step 4. Bake in the authorized directory, save the work .blend, pack dependencies, and relativize paths. Step 5. Reopen from an independent directory and check material assignments, links, color space, and preview.

Validation and Delivery Evidence (Validation)

Provide the UV layer, coverage/out-of-bounds/degenerate statistics, seams and margin, node links, image paths, color space, baked file hashes, and reopen results.

Rules and Capability Boundaries (Non-Applicable Scenarios)

The current check does not prove that islands do not overlap, nor does it support arbitrary shader node authoring; a successful bake does not equal complete lookdev.

Gotchas (Common Issues and Recovery)

  • UV stretching: review the scale, seams, and projection method, then re-unwrap.
  • Incorrect normal direction: ensure the data texture is Non-Color and passes through a Normal Map node.
  • Missing textures when opened independently: check the pack and relative paths, then perform reopen validation.