ForgeFX Simulations

BLENDER / PROCEDURE LIBRARY

Better Textures.
Protected Source Assets.

A detailed texturing workflow built from artist corrections: explicit scope, proven UV isolation, confirmed channel semantics, and reviewable evidence.

What the Blender Skill Covers

The parent skill handles headless Blender inspection, FBX/GLB conversion when authorized, native rendering, procedural and terrain generation, and bpy automation. It routes specialist work to focused references instead of treating every task as a model export.

For Texture-Only Work, Blender Inspects—It Does Not Rewrite the FBX.

Its role is to inspect exact objects, materials and UVs; support native-resolution masks; diagnose PBR inputs; bake only when authorized; and produce controlled native proof renders. The browser comparison reads the original FBX directly.

Headless success requires actual artifacts or structured markers, not exit code alone. Final visual work requires production-quality assets and full-resolution QA, not recognizable stock primitives.

Texturing Workflow

A reusable procedure under the Blender skill for texture creation, refinement, and troubleshooting. Read this before changing maps or building a texture-review viewer. The scope agreement, not the tool's capabilities, determines what may change.

Natural triggers

“Better textures”, “refine textures”, “only texture mesh/object X”, “leave the rest alone”, “don't edit FBX”, “use the UVs”, “new-ish engine”, “new engine”, “match yellow/paint”, “less scratches/wear”, “smoothness/roughness”, “metallic/AO/emissive/packed map”, and “interactive texture preview”. Route these phrases here even when Blender is not named.

1. Agree on scope before edits

2. Prove object and UV isolation

3. Establish the material contract

4. Make the smallest justified visual change

5. Verify pixels and bytes

6. Review the real material interactively

7. Package and publish with evidence

8. Learn as Brandon teaches

Completion gate

Scope recorded → immutable source hashed → UV isolation proven → channel contract confirmed → minimal masked edit → pixel and byte checks passed → equivalent interactive comparison exercised → exact catalog/storage delivery verified → artist approval separately recorded.

Related Blender references: headless pitfalls, FBX inspection, final visual quality (available in the skill package). Blender owns inspection, masks, material analysis, baking when authorized, and native proof rendering; a browser viewer is review evidence, not permission to alter the source model.


Engine Mesh 1 — Asset-Specific Teaching Example

This is a historical experiment and a confirmed material contract, NOT a universal preset or an artist-approved look.

Confirmed by Brandon

Revision history and evidence

The initial base-color refinement softened mottling only. The initial diagnostic shader used neutral roughness while packed meanings were unknown; that was not evidence of the asset's intended material response.

The subsequent alpha-only experiment changed masked alpha from 127 to 108, corresponding to smoothness 0.498 to 0.424, and roughness 0.502 to 0.576. Those are rounded normalized values from the manifest, not recommended settings. Both views retain the prior refined base color; only smoothness differs in this comparison.

The existing manifest reports 1,318,956 target/changed alpha pixels, zero changed RGB bytes, zero outside-mask alpha changes, and zero target/non-target raster overlaps. It records geometric separation from the other UV unions. Base color, normal, and FBX were retained. This procedure-writing task did not rerun texture processing and does not independently recertify that earlier evidence.

The viewer uses transient RGB = source G, 255 − source A, source R for AO/roughness/metalness, plus source B replicated for emission. Data maps remain linear; base color remains sRGB. Delivered packed channels retain the asset's original contract.

Approval status: no explicit Brandon visual approval is recorded in the supplied thread. “Verified isolation” does not mean “approved appearance.” Future instructions may supersede this experiment; preserve its provenance rather than rewriting it as a universal rule.

What Was Learned

Read-only FBX is a hard constraint, not a preference. Object-local means UV-local and overlap-tested. New-ish means clean paint rather than invented wear. Packed channel meanings come from the asset's documented contract, not generic conventions. Pixel and SHA256 evidence establish preservation; artist approval is a separate decision.

How This Keeps Learning

Direct authorized corrections update the procedure during the work. General rules stay in the procedure; asset-specific mappings and experiments stay in the case reference. Hypotheses remain labeled, unapproved looks remain unapproved, and useful lessons with unclear update intent prompt a targeted offer.