This handles texture creation and painting in Blockbench through MCP tools. You get brush painting with configurable size, softness, and opacity, bucket fills with tolerance control, shape drawing for rectangles and ellipses, and gradient application. It covers layer management for non-destructive editing, selection tools with feathering, and UV mapping utilities including auto-unwrap for meshes. The workflow examples are practical, like building a Minecraft skin with base colors and detail painting. Mirror painting and pixel perfect modes make it solid for symmetrical pixel art. If you're texturing 3D models in Blockbench and want programmatic control over the paint tools instead of clicking around manually, this gives you the full painting API.

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7
skills.sh installs
1.3K
GitHub stars
27
last updated
Aug 21, 2026

Install

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

Installs into .claude/skills of the current project.

Files

Blockbench Texturing

Create and paint textures for 3D models using Blockbench MCP tools.

When the model should use Minecraft's own textures ("vanilla" or "default" textures, or a named block such as bricks or oak planks), use vanilla textures. It downloads Mojang's originals from the CDN before any painting or generation.

For animated texture sheets, use flipbook textures: generate artwork through the GPT Image 2.5 texture skill, convert measured sprite cells to a vertical strip, and configure one-frame UV dimensions and playback metadata.

Plan UVs Before Texture Detail

Carry forward the user's appearance/performance preference. For performance or balanced designs, allocate shared UV tiles for repeated braces/infills, seat ribs, seams, and mounting details before adding geometry. Paint small fasteners onto existing supporting faces; add aligned PBR maps when the target supports them. Reusing UVs alone does not reduce the geometry already present.

Sponsors

Details

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

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