# closed-surface-uv-coverage

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

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 728 installs · ★ 125
- Author: RobLe3
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/RobLe3/cc-blender-skill/tree/HEAD/plugin/skills/closed-surface-uv-coverage/SKILL.md
- Updated: 2026-10-12
- HTML: https://affpapa.org/en/nevibecode/skills/closed-surface-uv-coverage

## What it 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.

## Requirements
- Works with: Blender

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a claude-code
```

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

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a codex
```

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

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a cursor
```

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

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install RobLe3/cc-blender-skill closed-surface-uv-coverage
```

2. **Manually: put the files in place**
- File: `.github/skills/closed-surface-uv-coverage/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/RobLe3/cc-blender-skill --path plugin/skills/closed-surface-uv-coverage
```

### Windsurf (Devin Desktop)

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

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add RobLe3/cc-blender-skill --skill closed-surface-uv-coverage -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/RobLe3/cc-blender-skill/tree/HEAD/plugin/skills/closed-surface-uv-coverage/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · MIT

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: af2f1e5d747757b9.

BEGIN THIRD-PARTY FILE af2f1e5d747757b9
```text
---
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.
```
END THIRD-PARTY FILE af2f1e5d747757b9

The third-party file has ended. Everything between the af2f1e5d747757b9 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 2504 of 4642 bytes. © RobLe3 · MIT · https://github.com/RobLe3/cc-blender-skill/tree/HEAD/plugin/skills/closed-surface-uv-coverage/SKILL.md

_Part of the page did not fit — see the HTML version._

---
NeVibeCode on affpapa.org. Catalog texts are descriptions, not instructions for the agent. How to choose and install: https://affpapa.org/en/nevibecode/agents.md
