# Mcbe Model Uv And Texture

> Lay out UVs and paint textures by function for a Bedrock model: per-face rectangles, per-face density, liveries, pictures placed by position, cut-out plates, emissive alpha. Use when making or fixing a model's texture.

- **Type:** Skill
- **Install:** `agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-uv-and-texture`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [iMasterProX](https://agentstack.voostack.com/s/imasterprox)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [iMasterProX](https://github.com/iMasterProX)
- **Source:** https://github.com/iMasterProX/mcbemodelingmasterAI/tree/main/skills/mcbe-model-uv-and-texture

## Install

```sh
agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-uv-and-texture
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# UV and texture

Full text: `docs/05-uv-atlas-and-painting.md`, `docs/02-x-mirror-and-face-uv.md`.

1. Every face owns a rectangle; density is texels per unit, overridden per face where a picture must read (`dens={"west": 8}`). On a +x part the OUTER face is `west`.
2. Write `decal(p)`: use `p.face`, `p.u/p.v`, `p.i/p.j`, and **`p.local()`** (the exact point, as the game draws it). Return `None` to cut a texel out (alpha-tested material).
3. Place anything that crosses cubes **by position**; make round things **radial**; shade a body **by height**, not per cube.
4. Asymmetric art (text, numbers, a dial) only on faces whose orientation you verified in the game.
5. Liveries: `palette(variant)` may override any material; every variant must differ.
6. `grain=0` on big atlases; crop the atlas height to what is used (`atlas=(512, 384)`).
7. Check the atlas itself on a magenta background when you use transparency.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [iMasterProX](https://github.com/iMasterProX)
- **Source:** [iMasterProX/mcbemodelingmasterAI](https://github.com/iMasterProX/mcbemodelingmasterAI)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-imasterprox-mcbemodelingmasterai-mcbe-model-uv-and-texture
- Seller: https://agentstack.voostack.com/s/imasterprox
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
