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uv-workflow

提供 Blender 中的生产级 UV 展开流程,包含接缝布置、展开方法、UV 打包、纹素密度目标、UDIM、光照贴图 UV、模块化图集与验证清单;通过 MCP 执行并检查 UV 相关操作。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:09
分类:创作依赖:MCP 服务应用场景:工作流 / 模板

安装技能

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执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/uv-workflow
Metadata
name
uv-workflow
description
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
license
MIT
metadata
{"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"UV, unwrap, seam, texel density, UV pack, UDIM, lightmap UV, UV layout","related-skills":"texture-workflow, materials, export-pipeline"}

UV Workflow

Efficient UV layouts with consistent texel density. Seams at hidden edges. Engine-ready.

When to Use

  • After topology locked, before texturing
  • Modular kit UV atlas planning
  • Lightmap UV channel setup
  • UDIM workflows for hero assets

Workflow

UV Planning → Seam Marking → Unwrap → Texel Density Check
    → Pack → Mirror/Overlap Decision → Lightmap UV (if needed) → Validation

Seam Placement Rules

Place seams at:

  • Back of head, spine centerline
  • Inner arms, inner legs
  • Bottom of chin, underside of objects
  • Panel edges on hard surface (construction seams)
  • Hidden areas under clothing/overlaps

Never place seams on:

  • Face (front)
  • Primary gameplay-visible surfaces
  • Deforming joint centers (relocate to nearby hidden area)

Texel Density

Formula: Texel Density = Texture Resolution / UV Island Size in UV space

Target consistency across visible surfaces:

Asset Tier Target TD (px/m)
Hero 512–1024 px/m
Standard 256–512 px/m
Background 128–256 px/m

Use same density for modular kit pieces sharing atlas.

Unwrap Methods

Method Use When
Smart UV Project Quick blockout UVs only
Follow Active Quads Strip UVs (roads, limbs)
Cube Project Boxy hard surface
Lightmap Pack Lightmap channel
Manual seam + Unwrap Production default

UV Packing

  • Margin: 0.002–0.01 UV units (engine dependent)
  • Rotate islands for maximum packing efficiency
  • Group islands by material ID
  • Keep related islands near each other in UV space
  • Use UVPackmaster or native pack for production

Mirrored UVs

  • Mirror UVs for symmetrical characters (save texture space)
  • Offset mirrored islands slightly if engine requires unique bakes
  • Mark mirrored halves in object naming: _L / _R meshes if separate

UDIM Workflow

For hero assets exceeding single 4K texture:

  • Tile 1001: head
  • Tile 1002: torso
  • Tile 1003: limbs
  • Document tile assignment in production brief

Lightmap UVs

Second UV channel requirements:

  • No overlapping islands
  • Consistent texel density less critical
  • Larger margin (0.02+) for light bleed prevention
  • Pack separately from texture UVs

Modular UV Atlas

1. Plan shared atlas resolution (2048/4096)
2. Assign UV islands per module to atlas regions
3. Trim sheet regions for repeating detail
4. Vertex color variation for module differentiation
5. Document atlas layout for texture artist

MCP Integration

  1. Mark seams via MCP if supported
  2. Execute unwrap via MCP
  3. Query UV island count and pack efficiency
  4. Assign UV channels via MCP
  5. Validate no overlapping UVs (except intentional mirror)

Validation Checklist

  • No unintended overlapping UVs
  • Consistent texel density on visible surfaces
  • Seams hidden at gameplay angles
  • UV islands within 0–1 (or UDIM tiles assigned)
  • Lightmap channel separate if required
  • Pack efficiency > 75%

Constraints

MUST DO

  • Plan UVs before final modeling (topology informed by UV needs)
  • Maintain texel density consistency
  • Hide seams at logical construction edges
  • Create lightmap UVs for baked lighting pipelines
  • Document atlas layout for modular kits

MUST NOT DO

  • Smart UV Project as final production UVs
  • Overlapping UVs on unique surface detail (unless mirrored)
  • Inconsistent texel density on same asset tier
  • Seams across faces or primary visible surfaces
  • Skip packing margins

Reference Guide

Topic Reference Load When
Texel density calc references/texel-density.md Hero assets
Trim sheets references/trim-sheets.md Modular kits