Gustavaopere

minecraft-asset-art-direction

Use when creating, redesigning, reviewing, or specifying Minecraft visual assets that must match the project's established style, including mobs, items, blocks, armor, spell constructs, icons, textures, and model concepts.

Gustavaopere 0 Updated 1mo ago
GitHub

Install

npx skillscat add gustavaopere/minecraft-mod-factory/minecraft-asset-art-direction

Install via the SkillsCat registry.

SKILL.md

Minecraft Asset Art Direction

Core principle

Do not start final geometry or texture work from a vague prompt. Establish the visual contract first, then preserve it through modeling, texturing, animation, integration, and in-game review.

Authority order

  1. physical/current project assets and the latest physical modlist;
  2. docs/art/VISUAL-STYLE-BIBLE.md, approved project art direction and nearby canonical assets;
  3. provider-native visual language when an integration must visually belong to that provider;
  4. concept references and generated images;
  5. generic Minecraft conventions.

If these disagree, report the conflict. Do not average incompatible styles silently.

Required asset contract

Before final production, record:

  • gameplay role and viewing distance;
  • silhouette and proportions;
  • world/player scale;
  • palette, materials, surface age and contrast hierarchy;
  • texture resolution and intended texel density with project/reference evidence;
  • emissive/translucent/animated regions, if any;
  • model type and expected render contexts;
  • required bones/attachment points when animation or VFX needs them;
  • animation list with purpose, loop policy and readable poses;
  • provider/style references that are allowed to influence the asset;
  • performance constraints and LOD/complexity assumptions when relevant;
  • acceptance views: front, side, back, three-quarter and in-game scale;
  • provenance/licensing and unresolved visual compromises.

Use standards/MODEL-ASSET-CONTRACT.md as the canonical contract and the reusable templates/ASSET-BRIEF.md, MODEL-BRIEF.md and ANIMATION-BRIEF.md as appropriate.

Workflow

  1. Read ../../../../docs/art/VISUAL-STYLE-BIBLE.md and ../../VISUAL-STYLE-SOURCES.md.
  2. Inspect existing project assets before inventing a new visual language.
  3. Produce the asset contract/brief.
  4. Use minecraft-imagegen only for concept/look-dev or reference sheets when useful; generated art is not automatically a final texture, UV, rig, or model.
  5. Convert the approved visual intent into explicit model/texture requirements.
  6. For Blockbench or GeckoLib work, use minecraft-blockbench-geckolib.
  7. Run art/tooling/blockbench/asset-toolkit/asset_toolkit.js for structural/contract validation; preserve the legacy validator only for compatibility.
  8. Perform in-game review with minecraft-visual-qa and standards/VISUAL-QA.md.
  9. Record unresolved visual compromises instead of declaring the asset finished.

Hard gates

  • No final asset from concept art alone.
  • No texture style chosen without checking the Visual Style Bible and neighboring canonical assets.
  • No universal texture resolution or texel density invented without measured evidence.
  • No emissive/glow used as a substitute for material definition.
  • No animation accepted solely because it exports; silhouette, timing, clipping and gameplay readability must be reviewed.
  • No provider-specific aesthetic copied into a project-owned asset without deciding whether the asset is actually meant to belong to that provider.
  • No third-party visual copied without compatible provenance/licensing.

If the user must operate Blockbench or another GUI, follow ../../USER-GUIDED-WORKFLOW.md: give exactly one manual action, ask for the visible result, then continue.