# scenario-blender-uv-baking

Walks the agent through UV unwrapping and map baking in Blender: seams, texel density, packing, UDIMs, and diagnosing failed bakes.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 389 installs · ★ 1141
- Author: scenario-labs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-uv-baking/SKILL.md
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/skills/scenario-blender-uv-baking

## What it does

The skill lays out a stage order for UV work in Blender: pre-flight, seams, unwrap, straighten, texel density, pack. Every stage ends with a measurable gate that `scripts/bx_uvbake.py` computes. Seam rules differ by surface — on hard surface every sharp edge is a seam, or the normal map cracks along it.

Unwrap method is a deliberate choice, since 5.2 defaults to CONFORMAL. On the test model Minimum Stretch gave the most even density, Angle Based the best angles, and Conformal failed by area. The `unwrap(method="BEST")` mode picks per island and rejects islands that fold over themselves.

Projection distance during baking is something the skill tells you to measure rather than guess: one global value does not hold. The adaptive bake keeps, per texel, the smallest extrusion that hits a front face. The skill depends on a sibling skill, scenario-blender-expert, for the execution channel and the review loop. Without it the agent works from tool schemas and flags the gap. Missing siblings get installed with `npx skills add scenario-labs/skills --skill <name>`.

## Requirements
- Works with: Blender

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a claude-code
```

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

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a codex
```

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

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a cursor
```

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

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install scenario-labs/skills scenario-blender-uv-baking
```

2. **Manually: put the files in place**
- File: `.github/skills/scenario-blender-uv-baking/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/scenario-labs/skills --path skills/dcc/blender/scenario-blender-uv-baking
```

### Windsurf (Devin Desktop)

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

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add scenario-labs/skills --skill scenario-blender-uv-baking -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/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-uv-baking/SKILL.md

## When to use it
- lay out UVs for a character without seams across the face and hands
- trace why a normal map shows black or inverted patches
- set texel density before picking texture size
- move mirrored and stacked islands off tile 0-1 before baking
- find out why `bpy.ops.object.bake` returned CANCELED

## Example prompts
- unwrap the UVs on this mesh with method="BEST" and list islands that fold
- mark seams from sharp edges at 30 and check must_cut
- adaptive bake normals from this high poly onto the low poly and report the inverted texel percentage

## 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: 9fc1ca7d450eac91.

BEGIN THIRD-PARTY FILE 9fc1ca7d450eac91
```text
---
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`](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.
```
END THIRD-PARTY FILE 9fc1ca7d450eac91

The third-party file has ended. Everything between the 9fc1ca7d450eac91 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 2296 of 17247 bytes. © scenario-labs · MIT · https://github.com/scenario-labs/skills/tree/HEAD/skills/dcc/blender/scenario-blender-uv-baking/SKILL.md

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