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Blockbench Pbr Materials

If you're building PBR materials for Minecraft Bedrock RTX in Blockbench, this gives you MCP tools to handle the entire workflow without leaving Claude. You can create and configure texture_set.json files, assign textures to the standard PBR channels (color, normal, height, and that packed MER format where red is metalness, green is emissive, blue is roughness), and export everything ready for the game. The material presets for stone, metal, glass, and glowing blocks are handy starting points. It's basically workflow automation for RTX resource pack creators who want to script their material setup instead of clicking through menus.

skills.sh installs
921
GitHub stars
27
last updated
Aug 21, 2026

Install

$ npx -y skills add jasonjgardner/blockbench-mcp-project --skill blockbench-pbr-materials --agent claude-code

Installs into .claude/skills of the current project.

Files

Blockbench PBR Materials

Use get_capabilities to inspect the active project and registered format features, including pbr. Check list_textures and list_materials before assigning existing assets. Texture and material references accept names or UUIDs; prefer returned UUIDs when names overlap.

Preserve the target's material convention. Bedrock MER is not glTF metallic/roughness or an arbitrary ORM packing. A successful Blockbench preview does not prove that a chosen exporter or game supports the material. Align channel maps to the color texture's UV layout and inspect their dimensions before painting. Shared UV and delivery checks are in format and delivery guidance.

Vanilla Minecraft blocks ship ready-made Bedrock texture sets: a .texture_set.json plus _mers.tga, and some also include _normal.tga. To start from Mojang's own materials, use vanilla textures with --pbr, then run import_texture_set on the downloaded file.

Use PBR for Surface Detail

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Details

Repository
github.com/jasonjgardner/blockbench-mcp-project
Category
AI & Agent Building
First seen
Jun 3, 2026

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