Builds one shared UV atlas per character at a measured texel density, bakes tangent normals and ambient occlusion from the sculpt onto the game mesh in headless Cycles, turns vertex-colour or material regions into albedo, roughness and metallic, packs ORM, tags colour spaces.
Builds one shared UV atlas per character at a measured texel density, bakes tangent normals and ambient occlusion from the sculpt onto the game mesh in headless Cycles, turns vertex-colour or material regions into albedo, roughness and metallic, packs ORM, tags colour spaces, and proves the result with gates for UV bounds, mip-safe padding, density spread, flat maps, normal validity and colour-space tags. Use when someone asks "bake the normal map from the high poly onto the low poly", "unwrap and pack this character into one UV atlas", "how much padding do my UV islands need for mipmaps", "pack AO roughness and metallic into one ORM texture", "why does my baked normal map look wrong in the engine". Use it once the game mesh and rig exist and before gear fitting or export. Do NOT use for sculpting or decimating the meshes - use procedural-creature-sculpt instead; for LOD UV reuse and engine import checks, use lod-export-roundtrip.This is the skill's description: the text your AI reads to decide when the skill applies.
This is the skill's header. The step-by-step instructions are paid content and aren't shown here.
bake-atlas-textures/SKILL.md
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name: bake-atlas-textures
description: Builds one shared UV atlas per character at a measured texel density, bakes tangent normals and ambient occlusion from the sculpt onto the game mesh in headless Cycles, turns vertex-colour or material regions into albedo, roughness and metallic, packs ORM, tags colour spaces, and proves the result with gates for UV bounds, mip-safe padding, density spread, flat maps, normal validity and colour-space tags. Use when someone asks "bake the normal map from the high poly onto the low poly", "unwrap and pack this character into one UV atlas", "how much padding do my UV islands need for mipmaps", "pack AO roughness and metallic into one ORM texture", "why does my baked normal map look wrong in the engine". Use it once the game mesh and rig exist and before gear fitting or export. Do NOT use for sculpting or decimating the meshes - use procedural-creature-sculpt instead; for LOD UV reuse and engine import checks, use lod-export-roundtrip.
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… the full instructions are part of a premium pack and load in your AI once you have access.