blockbench-texturing
Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.
What this skill does
# Blockbench Texturing
Create and paint textures for 3D models using Blockbench MCP tools.
## Available Tools
### Texture Management
| Tool | Purpose |
|------|---------|
| `create_texture` | Create new texture with size and fill color |
| `list_textures` | List all project textures |
| `get_texture` | Get texture image data |
| `apply_texture` | Apply texture to element |
### Paint Tools
| Tool | Purpose |
|------|---------|
| `paint_with_brush` | Paint with customizable brush |
| `paint_fill_tool` | Bucket fill areas |
| `draw_shape_tool` | Draw rectangles/ellipses |
| `gradient_tool` | Apply gradients |
| `eraser_tool` | Erase with brush settings |
| `color_picker_tool` | Pick colors from texture |
| `copy_brush_tool` | Clone/copy texture areas |
### Brush Management
| Tool | Purpose |
|------|---------|
| `create_brush_preset` | Save brush settings |
| `load_brush_preset` | Load saved brush |
| `paint_settings` | Configure paint mode |
### Layers & Selection
| Tool | Purpose |
|------|---------|
| `texture_layer_management` | Manage texture layers |
| `texture_selection` | Create/modify selections |
### UV Tools
| Tool | Purpose |
|------|---------|
| `set_mesh_uv` | Set UV coordinates |
| `auto_uv_mesh` | Auto-generate UVs |
| `rotate_mesh_uv` | Rotate UV mapping |
## Resources
| Resource | URI | Purpose |
|----------|-----|---------|
| textures | `textures://{id}` | List/read texture info |
## Creating Textures
### New Blank Texture
```
create_texture: name="skin", width=64, height=64, fill_color="#808080"
```
### Texture with Transparency
```
create_texture: name="overlay", width=32, height=32, fill_color=[0, 0, 0, 0]
```
### Apply to Element
```
apply_texture: id="body", texture="skin", applyTo="all"
```
## Painting
### Basic Brush Stroke
```
paint_with_brush: texture_id="skin", coordinates=[
{x: 10, y: 10},
{x: 15, y: 12},
{x: 20, y: 10}
], brush_settings={color: "#FF0000", size: 3, shape: "circle"}
```
### Soft Brush
```
paint_with_brush: texture_id="skin", coordinates=[{x: 32, y: 32}],
brush_settings={color: "#FFFFFF", size: 10, softness: 50, opacity: 128}
```
### Fill Area
```
paint_fill_tool: texture_id="skin", x=16, y=16, color="#3366FF",
fill_mode="color_connected", tolerance=10
```
### Fill Entire Face
```
paint_fill_tool: texture_id="skin", x=0, y=0, color="#228B22",
fill_mode="face"
```
## Shapes & Gradients
### Draw Rectangle
```
draw_shape_tool: texture_id="skin", shape="rectangle",
start={x: 0, y: 0}, end={x: 16, y: 16}, color="#FFCC00"
```
### Draw Hollow Ellipse
```
draw_shape_tool: texture_id="skin", shape="ellipse_h",
start={x: 8, y: 8}, end={x: 24, y: 24}, color="#000000", line_width=2
```
### Apply Gradient
```
gradient_tool: texture_id="skin",
start={x: 0, y: 0}, end={x: 0, y: 32},
start_color="#87CEEB", end_color="#1E90FF"
```
## Erasing
```
eraser_tool: texture_id="skin", coordinates=[{x: 10, y: 10}, {x: 12, y: 12}],
brush_size=5, shape="circle", opacity=255
```
## Color Picking
```
color_picker_tool: texture_id="skin", x=16, y=16
# Returns picked color, sets as active
```
## Clone/Copy Brush
```
copy_brush_tool: texture_id="skin",
source={x: 0, y: 0}, target={x: 32, y: 0},
brush_size=8, mode="copy"
```
## Brush Presets
### Create Preset
```
create_brush_preset: name="soft_round", size=8, shape="circle",
softness=30, opacity=200, color="#FFFFFF"
```
### Load Preset
```
load_brush_preset: preset_name="soft_round"
```
## Texture Layers
### Create Layer
```
texture_layer_management: texture_id="skin", action="create_layer",
layer_name="details"
```
### Set Layer Opacity
```
texture_layer_management: texture_id="skin", action="set_opacity",
layer_name="details", opacity=75
```
### Merge Down
```
texture_layer_management: texture_id="skin", action="merge_down",
layer_name="details"
```
## Selections
### Rectangle Selection
```
texture_selection: texture_id="skin", action="select_rectangle",
coordinates={x1: 0, y1: 0, x2: 16, y2: 16}
```
### Add to Selection
```
texture_selection: texture_id="skin", action="select_ellipse",
coordinates={x1: 8, y1: 8, x2: 24, y2: 24}, mode="add"
```
### Invert Selection
```
texture_selection: texture_id="skin", action="invert_selection"
```
### Feather Edges
```
texture_selection: texture_id="skin", action="feather_selection", radius=2
```
## UV Mapping
### Auto UV for Mesh
```
auto_uv_mesh: mesh_id="sphere", mode="project" # project, unwrap, cylinder, sphere
```
### Set Custom UV
```
set_mesh_uv: mesh_id="cube", face_key="north",
uv_mapping={"v1": [0, 0], "v2": [16, 0], "v3": [16, 16], "v4": [0, 16]}
```
### Rotate UV
```
rotate_mesh_uv: mesh_id="cube", angle="90"
```
## Paint Settings
```
paint_settings: pixel_perfect=true, mirror_painting={enabled: true, axis: ["x"]},
lock_alpha=true
```
## Common Workflows
### Skin Texture
```
# Create texture
create_texture: name="player_skin", width=64, height=64, fill_color="#C4A484"
# Base colors
paint_fill_tool: x=8, y=8, color="#C4A484", fill_mode="face" # Face
paint_fill_tool: x=20, y=20, color="#3366CC", fill_mode="face" # Body
# Details with brush
paint_with_brush: coordinates=[{x: 10, y: 10}, {x: 12, y: 10}],
brush_settings={color: "#000000", size: 1} # Eyes
# Apply
apply_texture: id="head", texture="player_skin"
```
### Procedural Pattern
```
# Create base
create_texture: name="pattern", width=32, height=32, fill_color="#FFFFFF"
# Draw grid
draw_shape_tool: shape="rectangle_h", start={x: 0, y: 0}, end={x: 32, y: 32},
color="#CCCCCC", line_width=1
draw_shape_tool: shape="rectangle_h", start={x: 8, y: 8}, end={x: 24, y: 24},
color="#999999", line_width=1
```
## Tips
- Use `pixel_perfect=true` in paint_settings for clean pixel art
- Enable `mirror_painting` for symmetrical textures
- Use layers for non-destructive editing
- `lock_alpha` prevents painting outside existing pixels
- Use `fill_mode="color_connected"` to fill only touching same-color pixels
- Create brush presets for frequently used settings
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