jasonjgardner/blockbench-mcp-project

blockbench-texturing

Create and paint textures in Blockbench using MCP tools.

First seen Jan 24, 2026

Installation

$ npx skills add jasonjgardner/blockbench-mcp-project --skill blockbench-texturing

Summary

  • Create and paint textures in Blockbench using MCP tools.
  • Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping.
  • Covers pixel art texturing, procedural painting, and UV manipulation.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 15
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 6,395 B
  • docs SUMMARY.md 1,794 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 789 installs

SKILL.md

Blockbench Texturing

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

Available Tools

Texture Management

Tool Purpose
create_texture Create new texture with size and fill color
list_textures List all project textures
get_texture Get texture image data
apply_texture Apply texture to element

Paint Tools

Tool Purpose
paintwithbrush Paint with customizable brush
paintfilltool Bucket fill areas
drawshapetool Draw rectangles/ellipses
gradient_tool Apply gradients
eraser_tool Erase with brush settings
colorpickertool Pick colors from texture
copybrushtool Clone/copy texture areas

Brush Management

Tool Purpose
createbrushpreset Save brush settings
loadbrushpreset Load saved brush
paint_settings Configure paint mode

Layers & Selection

Tool Purpose
texturelayermanagement Manage texture layers
texture_selection Create/modify selections

UV Tools

Tool Purpose
setmeshuv Set UV coordinates
autouvmesh Auto-generate UVs
rotatemeshuv Rotate UV mapping

Resources

Resource URI Purpose
textures textures://{id} List/read texture info

Creating Textures

New Blank Texture

create_texture: name="skin", width=64, height=64, fill_color="#808080"

Texture with Transparency

create_texture: name="overlay", width=32, height=32, fill_color=[0, 0, 0, 0]

Apply to Element

apply_texture: id="body", texture="skin", applyTo="all"

Painting

Basic Brush Stroke

paint_with_brush: texture_id="skin", coordinates=[
  {x: 10, y: 10},
  {x: 15, y: 12},
  {x: 20, y: 10}
], brush_settings={color: "#FF0000", size: 3, shape: "circle"}

Soft Brush

paint_with_brush: texture_id="skin", coordinates=[{x: 32, y: 32}],
  brush_settings={color: "#FFFFFF", size: 10, softness: 50, opacity: 128}

Fill Area

paint_fill_tool: texture_id="skin", x=16, y=16, color="#3366FF",
  fill_mode="color_connected", tolerance=10

Fill Entire Face

paint_fill_tool: texture_id="skin", x=0, y=0, color="#228B22",
  fill_mode="face"

Shapes & Gradients

Draw Rectangle

draw_shape_tool: texture_id="skin", shape="rectangle",
  start={x: 0, y: 0}, end={x: 16, y: 16}, color="#FFCC00"

Draw Hollow Ellipse

draw_shape_tool: texture_id="skin", shape="ellipse_h",
  start={x: 8, y: 8}, end={x: 24, y: 24}, color="#000000", line_width=2

Apply Gradient

gradient_tool: texture_id="skin",
  start={x: 0, y: 0}, end={x: 0, y: 32},
  start_color="#87CEEB", end_color="#1E90FF"

Erasing

eraser_tool: texture_id="skin", coordinates=[{x: 10, y: 10}, {x: 12, y: 12}],
  brush_size=5, shape="circle", opacity=255

Color Picking

color_picker_tool: texture_id="skin", x=16, y=16
# Returns picked color, sets as active

Clone/Copy Brush

copy_brush_tool: texture_id="skin",
  source={x: 0, y: 0}, target={x: 32, y: 0},
  brush_size=8, mode="copy"

Brush Presets

Create Preset

create_brush_preset: name="soft_round", size=8, shape="circle",
  softness=30, opacity=200, color="#FFFFFF"

Load Preset

load_brush_preset: preset_name="soft_round"

Texture Layers

Create Layer

texture_layer_management: texture_id="skin", action="create_layer",
  layer_name="details"

Set Layer Opacity

texture_layer_management: texture_id="skin", action="set_opacity",
  layer_name="details", opacity=75

Merge Down

texture_layer_management: texture_id="skin", action="merge_down",
  layer_name="details"

Selections

Rectangle Selection

texture_selection: texture_id="skin", action="select_rectangle",
  coordinates={x1: 0, y1: 0, x2: 16, y2: 16}

Add to Selection

texture_selection: texture_id="skin", action="select_ellipse",
  coordinates={x1: 8, y1: 8, x2: 24, y2: 24}, mode="add"

Invert Selection

texture_selection: texture_id="skin", action="invert_selection"

Feather Edges

texture_selection: texture_id="skin", action="feather_selection", radius=2

UV Mapping

Auto UV for Mesh

auto_uv_mesh: mesh_id="sphere", mode="project"  # project, unwrap, cylinder, sphere

Set Custom UV

set_mesh_uv: mesh_id="cube", face_key="north",
  uv_mapping={"v1": [0, 0], "v2": [16, 0], "v3": [16, 16], "v4": [0, 16]}

Rotate UV

rotate_mesh_uv: mesh_id="cube", angle="90"

Paint Settings

paint_settings: pixel_perfect=true, mirror_painting={enabled: true, axis: ["x"]},
  lock_alpha=true

Common Workflows

Skin Texture

# Create texture
create_texture: name="player_skin", width=64, height=64, fill_color="#C4A484"

# Base colors
paint_fill_tool: x=8, y=8, color="#C4A484", fill_mode="face"  # Face
paint_fill_tool: x=20, y=20, color="#3366CC", fill_mode="face"  # Body

# Details with brush
paint_with_brush: coordinates=[{x: 10, y: 10}, {x: 12, y: 10}],
  brush_settings={color: "#000000", size: 1}  # Eyes

# Apply
apply_texture: id="head", texture="player_skin"

Procedural Pattern

# Create base
create_texture: name="pattern", width=32, height=32, fill_color="#FFFFFF"

# Draw grid
draw_shape_tool: shape="rectangle_h", start={x: 0, y: 0}, end={x: 32, y: 32},
  color="#CCCCCC", line_width=1
draw_shape_tool: shape="rectangle_h", start={x: 8, y: 8}, end={x: 24, y: 24},
  color="#999999", line_width=1

Tips

  • Use pixelperfect=true in paintsettings for clean pixel art
  • Enable mirror_painting for symmetrical textures
  • Use layers for non-destructive editing
  • lock_alpha prevents painting outside existing pixels
  • Use fillmode="colorconnected" to fill only touching same-color pixels
  • Create brush presets for frequently used settings