Blender UV Texturing
This skill fills the gap between “assign a material” and “the supplied texture pack actually fits the model.” It is mandatory for template/atlas-driven assets.
Decision tree
What does the texture represent?
├── Whole object from front/reference → Project-from-View style UVs from the validation camera
├── Atlas with separate parts → crop/map each part to its own UV island/rectangle
├── Repeating material → generated/object coords or tiled UV
[Description truncada. Veja o README completo no GitHub.]