# blockbench-texturing

Create and paint Blockbench model textures with MCP tools. Use the skill for pixel art, UV work, and painting details directly onto a model.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 1200 installs · ★ 26
- Author: jasonjgardner
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-texturing/SKILL.md
- Updated: 2026-09-26
- HTML: https://affpapa.org/en/nevibecode/skills/blockbench-texturing

## What it does

The skill covers texture creation, brushes, fills, shapes, gradients, layers, and UV mapping. It guides checks for pixel density, stretching, and pattern scale across faces, while helping preserve intentional mirrored or repeated UV overlaps. When a project has multiple textures, pass a `texture_id` to each paint tool. The active layer and selection affect where native painting applies.

For a new atlas, Blockbench’s built-in template generator can lay out UVs. Check the Edit mode and selection first, inspect the dialog, then choose its fields. `create_texture` creates or imports an image but does not lay out UVs; `auto_uv_mesh` maps faces but does not pack UV islands. That means a packed layout needs another advertised tool or Blockbench’s native UV workflow. Keep a painted atlas intact before rearranging its islands.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/blockbench-texturing/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/blockbench-texturing/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/blockbench-texturing/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/blockbench-texturing/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install jasonjgardner/blockbench-mcp-project blockbench-texturing
```

2. **Manually: put the files in place**
- File: `.github/skills/blockbench-texturing/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/jasonjgardner/blockbench-mcp-project --path skills/blockbench-texturing
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/blockbench-texturing/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-texturing/SKILL.md

## When to use it
- create a texture and fill areas with color
- paint model faces with brushes or gradients
- check texture stretching across UV-mapped faces
- prepare a UV atlas for a model
- paint on the intended texture layer

## Example prompts
- Create a texture for this model and fill the selected areas with color.
- Check the UVs for stretching, then paint the model faces with a brush.
- Set up a template atlas while preserving the details already painted.

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: f03ec799534dddc3.

BEGIN THIRD-PARTY FILE f03ec799534dddc3
```text
---
name: blockbench-texturing
description: Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.
---

# Blockbench Texturing

Create and paint textures for 3D models using Blockbench MCP tools.

When the model should use Minecraft's own textures ("vanilla" or "default" textures, or a named block such as bricks or oak planks), use [vanilla textures](../blockbench-vanilla-textures/SKILL.md). It downloads Mojang's originals from the CDN before any painting or generation.

For animated texture sheets, use [flipbook textures](../blockbench-flipbook-textures/SKILL.md): generate artwork through the GPT Image 2.5 texture skill, convert measured sprite cells to a vertical strip, and configure one-frame UV dimensions and playback metadata.

## Plan UVs Before Texture Detail

Carry forward the user's [appearance/performance preference](../blockbench-use/references/appearance-and-performance.md). For performance or balanced designs, allocate shared UV tiles for repeated braces/infills, seat ribs, seams, and mounting details before adding geometry. Paint small fasteners onto existing supporting faces; add aligned [PBR maps](../blockbench-pbr-materials/SKILL.md) when the target supports them. Reusing UVs alone does not reduce the geometry already present.

Fix texel density before sizing textures. Choose between tiled faces and a unique atlas; for low-poly glTF, collapse face UVs onto a palette atlas. Confirm whether the target accepts non-square or non-power-of-two images: Minecraft does not, while Hytale and Babylon.js do. Minecraft face UVs do not wrap, so repeat a tile by splitting faces. See [real-time asset planning](../blockbench-use/references/real-time-asset-planning.md) sections 7–9.

Inspect the target's box/per-face UV mode and effective UV dimensions before painting. UV units can differ from image pixels; formats with `per_texture_uv_size` use each face's texture dimensions. Preserve deliberate mirrored/repeated UV overlaps, and allocate unique space for asymmetric detail. Preview a checker or directional mark for stretching, orientation and seams. Match pixel density to the user's style and viewing distance; Minecraft pixel-art rules do not apply to every format. See [format and delivery guidance](../blockbench-use/references/formats-and-delivery.md).
```
END THIRD-PARTY FILE f03ec799534dddc3

The third-party file has ended. Everything between the f03ec799534dddc3 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2540 of 19614 bytes. © jasonjgardner · Apache-2.0 · https://github.com/jasonjgardner/blockbench-mcp-project/tree/HEAD/skills/blockbench-texturing/SKILL.md

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