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skill CX Codex

closed-surface-uv-coverage — Claude Code skill: setup and usage

Audit Blender models to ensure rear caps and sidewalls have true UV coverage instead of floating overlays. Ideal for turntable QA on 3D assets.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a claude-code
Open on GitHub

What closed-surface-uv-coverage does

Front projections often fake asset completion. A 3D model looks textured from the front camera, but turning it around exposes bare sidewalls or untextured back faces. This skill categorizes visible geometry into front_cap, back_cap, and sidewall. Floating HUD lines or decorative aura curves are rejected as valid coverage.

The workflow runs scripts/surface_texture_coverage_audit.py to inspect material slots and UV layers. Sidewalls receive dedicated UV mapping using perimeter arc length for U and depth coordinates for V. If image textures are absent, the agent applies procedural materials with baked glow strips. QA gates require rendering edge-on and rear frames before signing off.

Apply this check only after locking model geometry. The skill relies on an active Blender MCP backend to inspect meshes and render turntable frames.

What it helps with

  • detect bare back caps and sidewalls during turntable reviews
  • map sidewall UV coordinates using perimeter arc length and depth
  • replace projected image planes with actual mesh surface materials
  • render edge-on and rear inspection frames for turntable QA
  • export a surface_coverage_report.json audit summary

Example prompts for the agent

  • Audit the selected Blender mesh using scripts/surface_texture_coverage_audit.py
  • Generate sidewall UVs and assign surface materials to the back cap
  • Render turntable check frames and write surface_coverage_report.json

How to install closed-surface-uv-coverage

1Skills CLI (Vercel)

npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a claude-code

2Manually: put the files in place

~/.claude/skills/closed-surface-uv-coverage/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/closed-surface-uv-coverage/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about closed-surface-uv-coverage

How to install closed-surface-uv-coverage in Claude Code?

Run npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a claude-code. The skill file installs to ~/.claude/skills/closed-surface-uv-coverage/SKILL.md.

What does closed-surface-uv-coverage do?

It enforces complete material and UV coverage across all visible sides of a 3D model in Blender. It prevents models from passing QA when only the front face is textured.

What prerequisites does this skill require?

The asset geometry must be finalized, and Claude Code requires access to a running Blender MCP backend. Mesh evaluation is handled by scripts/surface_texture_coverage_audit.py.

Source text

SKILL.md · MIT
---
name: closed-surface-uv-coverage
description: Ensure textures and decals cover all visible surfaces of a closed or extruded Blender asset, especially front/back caps and sidewalls, instead of relying on partial projected planes, curves, or linework overlays. Use when back textures do not fill the model, side textures are missing, spin/turntable views expose plain sidewalls, or a model needs separate UV treatment for caps and side surfaces.
allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_object_info mcp__blender__get_scene_info mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs
---


## MCP backend

Use when: Full surface texture coverage, sidewall UVs, back cap UVs, closed mesh UV coverage audits, texture fill validation, side/back turntable QA, replacing projected overlays with real surface materials.

Before the first Blender call, read [../text-to-blender/references/mcp-backends.md](../text-to-blender/references/mcp-backends.md). Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
# Closed Surface UV Coverage

This skill prevents a common false pass: a model looks textured from the front because it has a projected front image or curve overlays, but the closed surface has untextured back caps or plain sidewalls when viewed in a spin/turntable.

## Failure modes to catch

- Back detail is only a floating plane or curve overlay, not a material/UV on the back surface.
- Sidewalls have procedural color only; no side UV island, generated/object coordinate material, or baked strip.
- A back projection covers only a center shape and leaves the actual silhouette/back mesh plain.
- Side/back QA uses front-biased frames and misses edge-on/back-on samples.
- Decorative HUD/aura is mistaken for surface texture coverage.

## Required surface taxonomy

For extruded/logo-like assets, classify visible surfaces before look-dev:

1. `front_cap` — canonical front texture/decal.
2. `back_cap` — back texture, back linework, or baked/procedural fill mapped to the real back cap.
3. `sidewall` — depth surface connecting front/back, with its own UV parameterization or procedural material.
4. `overlay_context` — HUD/aura/circles; never counted as model surface coverage.

## Workflow

1. **Audit current coverage**: list mesh material slots, UV layers, image texture nodes, and face counts for front/back/side material indices.
2. **Reject overlay-only fixes**: curves/planes may add rim accents, but they do not satisfy back/side fill unless the mesh surface beneath is also textured/materialized.
3. **Create per-surface UVs**:
   - front/back caps: project local X/Z to UV 0–1 or map into a back/front atlas rectangle;
   - sidewall: map perimeter arc length to U and depth/front-back coordinate to V;
   - if a clean side texture is unavailable, use a generated procedural side material plus baked glow/edge strip and document it.
4. **Assign true surface materials**: back cap and sidewall mesh faces must have material nodes, active UVs, and/or generated coordinates. Optional curves are accents only.
5. **Validate turntable frames**: sample front, 45°, side/edge-on, back-on, opposite 45°, and rest. Back and side frames must show surface fill, not just outlines.

## Acceptance gates

- Back cap mesh faces have either an image/procedural material with a declared UV/generated coordinate policy, not only separate curves.
- Sidewall mesh faces have a sidewall material with UV/generated coordinates and visible depth treatment.
- Overlay/context collections are excluded from coverage counts.
- QA contact sheet includes back and edge-on frames.
- A `surface_coverage_report.json` states which surfaces are image-textured, procedural, baked, or intentionally plain.

## Handoff

Use after geometry is locked and before final material/look/animation acceptance. It complements `blender-uv-texturing` and `atlas-uv-fitting`: those skills explain UV/material setup; this skill enforces complete visible-surface coverage.

## Script

- `scripts/surface_texture_coverage_audit.py` audits selected mesh objects for UV layers, material image nodes, face material counts, and overlay-only warning patterns.

© RobLe3 · MIT · RobLe3/cc-blender-skill

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