npx skills add ...
npx skills add roble3/cc-blender-skill --skill atlas-uv-fitting
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
npx skills add roble3/cc-blender-skill --skill atlas-uv-fitting
This skill exists because assigning a texture material is not the same as fitting a texture.
Do not blindly wire emissive/roughness/bump/lightmap images into every atlas-mapped part. First verify the supplemental map has the same UV layout and semantic region as the basecolor. If it contains aura dots, guide marks, lightmap blobs, or decorations outside the part, leave it disconnected for that mesh and use constant roughness/bump plus explicit edge/glow geometry instead.
Non-Color.scripts/atlas_region_detector.py on basecolor/decal/aura atlases.atlas_regions.json.Region detection is only a candidate list. For source-locked work, create an atlas_part_map.json that binds each structural part name to exactly one atlas region or declares procedural/no_texture.
Mapping order:
Do not map a full rosette/composite atlas region onto individual petals unless the mesh is a single rosette sheet. Individual meshes need individual source regions.
scripts/atlas_region_mapper.py proposes part→atlas-region mappings using aspect/size similarity. Treat output as a draft; semantic names still win.