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Found 5 Skills
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.
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.
Used for generating replacement images for each Region/Cell of Phaser 4 Spine Atlas/texture atlas, resuming interrupted tasks, rebuilding brand-new textures, or verifying no fallback to old textures; requires retaining Skeleton, Attachment and Mesh UV, and enabling safe recovery if any Cell fails.
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.
Generate Blockbench texture atlases, skins and tiles with OpenAI GPT Image 2.5 (Flare or Sunburst) on fal.ai, writing the model's expected UV layout into the prompt so painted regions land on the right faces. Use when asked to AI-generate, concept, or repaint a texture for a Blockbench model, or to call openai/gpt-image-2.5/flare/text-to-image or openai/gpt-image-2.5/sunburst/text-to-image. Triggers on gpt image 2.5, gpt-image-2.5, flare, sunburst, fal.ai texture, generate texture with AI, UV-aware prompt, texture atlas prompt, AI skin, AI texture sheet.