skills/blockbench-texturing/SKILL.md
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.
npx skillsauth add jasonjgardner/blockbench-mcp-project blockbench-texturingInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Create and paint textures for 3D models using Blockbench MCP tools.
| 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 |
| 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 |
| Tool | Purpose |
|------|---------|
| create_brush_preset | Save brush settings |
| load_brush_preset | Load saved brush |
| paint_settings | Configure paint mode |
| Tool | Purpose |
|------|---------|
| texture_layer_management | Manage texture layers |
| texture_selection | Create/modify selections |
| Tool | Purpose |
|------|---------|
| set_mesh_uv | Set UV coordinates |
| auto_uv_mesh | Auto-generate UVs |
| rotate_mesh_uv | Rotate UV mapping |
| Resource | URI | Purpose |
|----------|-----|---------|
| textures | textures://{id} | List/read texture info |
create_texture: name="skin", width=64, height=64, fill_color="#808080"
create_texture: name="overlay", width=32, height=32, fill_color=[0, 0, 0, 0]
apply_texture: id="body", texture="skin", applyTo="all"
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"}
paint_with_brush: texture_id="skin", coordinates=[{x: 32, y: 32}],
brush_settings={color: "#FFFFFF", size: 10, softness: 50, opacity: 128}
paint_fill_tool: texture_id="skin", x=16, y=16, color="#3366FF",
fill_mode="color_connected", tolerance=10
paint_fill_tool: texture_id="skin", x=0, y=0, color="#228B22",
fill_mode="face"
draw_shape_tool: texture_id="skin", shape="rectangle",
start={x: 0, y: 0}, end={x: 16, y: 16}, color="#FFCC00"
draw_shape_tool: texture_id="skin", shape="ellipse_h",
start={x: 8, y: 8}, end={x: 24, y: 24}, color="#000000", line_width=2
gradient_tool: texture_id="skin",
start={x: 0, y: 0}, end={x: 0, y: 32},
start_color="#87CEEB", end_color="#1E90FF"
eraser_tool: texture_id="skin", coordinates=[{x: 10, y: 10}, {x: 12, y: 12}],
brush_size=5, shape="circle", opacity=255
color_picker_tool: texture_id="skin", x=16, y=16
# Returns picked color, sets as active
copy_brush_tool: texture_id="skin",
source={x: 0, y: 0}, target={x: 32, y: 0},
brush_size=8, mode="copy"
create_brush_preset: name="soft_round", size=8, shape="circle",
softness=30, opacity=200, color="#FFFFFF"
load_brush_preset: preset_name="soft_round"
texture_layer_management: texture_id="skin", action="create_layer",
layer_name="details"
texture_layer_management: texture_id="skin", action="set_opacity",
layer_name="details", opacity=75
texture_layer_management: texture_id="skin", action="merge_down",
layer_name="details"
texture_selection: texture_id="skin", action="select_rectangle",
coordinates={x1: 0, y1: 0, x2: 16, y2: 16}
texture_selection: texture_id="skin", action="select_ellipse",
coordinates={x1: 8, y1: 8, x2: 24, y2: 24}, mode="add"
texture_selection: texture_id="skin", action="invert_selection"
texture_selection: texture_id="skin", action="feather_selection", radius=2
auto_uv_mesh: mesh_id="sphere", mode="project" # project, unwrap, cylinder, sphere
set_mesh_uv: mesh_id="cube", face_key="north",
uv_mapping={"v1": [0, 0], "v2": [16, 0], "v3": [16, 16], "v4": [0, 16]}
rotate_mesh_uv: mesh_id="cube", angle="90"
paint_settings: pixel_perfect=true, mirror_painting={enabled: true, axis: ["x"]},
lock_alpha=true
# 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"
# 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
pixel_perfect=true in paint_settings for clean pixel artmirror_painting for symmetrical textureslock_alpha prevents painting outside existing pixelsfill_mode="color_connected" to fill only touching same-color pixelstools
MANDATORY prerequisite — invoke BEFORE any mcp__blockbench__* tool call that creates, modifies, or exports Blockbench content. Orchestrates the other blockbench-* skills (modeling, texturing, animation, PBR, Hytale, MCP overview). Trigger on: 3D model/texture/animation creation or edits in Blockbench; calls to mcp__blockbench__* tools; phrases like 'build a Minecraft model', 'paint a texture', 'animate this rig', 'export the model'. Dispatches to the right sub-skill(s), enforces pre-flight checks (project open, format, outline), wraps risky work in checkpoints, and ensures exports close the loop.
tools
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
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Overview of the Blockbench MCP server tools, resources, and prompts. Use to understand the full MCP capability set, learn how tools work together, or when starting a new Blockbench project. Covers all domains (modeling, animation, texturing, PBR, UI, camera) and their MCP interfaces.