texturing-pipeline

Generate UV maps, texture atlases, and color calibration for 3D meshes.

31|4|Updated Feb 21, 2026
One-click install
npx skills add https://github.com/jenkinsm13/metashape-mcp --skill texturing-pipeline
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: texturing-pipeline
Source: https://github.com/jenkinsm13/metashape-mcp/tree/main/skills/texturing-pipeline
Command: npx skills add https://github.com/jenkinsm13/metashape-mcp --skill texturing-pipeline

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Guide for turning UV maps and mesh data into production-ready textures by generating texture atlases, calibrating colors, and selecting appropriate texture sizes to optimize performance and visual fidelity in Metashape MCP.

Core Features & Use Cases

  • Build UV maps for proper texture distribution across complex geometry.
  • Generate texture atlases at sizes suited for target platforms (e.g., 4096, 8192, 16384).
  • Apply color calibration to normalize lighting across cameras.
  • Use ghosting filter to remove motion artifacts in moving scenes (eg road corridors, dynamic scenes).
  • Diagnose and address common texture artifacts like seams and blur.
  • Works within the Metashape MCP server after mesh construction and prior to export.

Quick Start

Build UV maps, generate a texture atlas with an appropriate size, and enable ghosting filter to produce ready-to-export textures for the mesh.

Frequently Asked Questions about texturing-pipeline

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate production-ready textures from a UV map?

You generate production-ready textures from a UV map by building proper UV distribution, generating a texture atlas at a selected size, and applying color calibration to normalize lighting for final export.

What does a ghosting filter do for texture generation in dynamic scenes?

The ghosting filter removes motion artifacts during texture generation in dynamic scenes like road corridors, ensuring clean texture atlases are produced from moving subjects.

Can I select specific texture atlas sizes for different target platforms?

You can select specific texture atlas sizes like 4096, 8192, or 16384 to optimize performance and visual fidelity for different target platforms.

Why do I need color calibration when creating textures from UV maps?

Color calibration is needed when creating textures to normalize lighting across multiple cameras, ensuring consistent color distribution across the generated texture atlas.

Does this texturing pipeline work with Metashape MCP after mesh construction?

Yes, this texturing pipeline works within the Metashape MCP server after mesh construction and prior to export to generate ready textures from UV maps.

How to diagnose and fix common texture artifacts like seams and blur?

You diagnose and fix common texture artifacts like seams and blur by adjusting UV distribution, enabling the ghosting filter, and applying color calibration to optimize visual fidelity.