Mascot / Logo Reconstruction

SkillAI & models

Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Mascot / Logo Reconstruction skill

What this skill tells your AI

The instructions your AI receives, as published by cheshirejcat/blender in skills/create-3d-model/references/modules/mascot-logo-reconstruction/SKILL.md and read by ahel’s review.

This is the top-level skill for 1:1 brand mascot reconstruction. It chains the specialized skills and enforces stop/go gates.

Harmonization requirement

For mascot/logo work, use blender-skill-harmonizer first when multiple source types or validation failures are present. It sets canonical source policy and prevents conflicts between reconstruction, UV, fit-repair, lighting, export, and animation skills.

Skill chain

  1. reference-analysis-validator — source inventory, manifest, part counts, masks.
  2. orthographic-registration — shared front/side/back/top coordinate contract.
  3. contour-to-mesh — structural meshes from measured silhouettes.
  4. atlas-uv-fitting — per-part texture/UV fitting.
  5. blender-materials / blender-lighting — only after geometry and UVs pass.
  6. reference-analysis-validator again — overlay gates before export.
  7. blender-export — export only after gates pass.
  8. blender-animation — only after static model is accepted.

Non-negotiable order

Static reference fidelity comes before animation and beauty rendering.

measure → manifest → contour meshes → depth registration → UV fit → overlay validation → export → animation

Hard gates

  • expected structural part count equals Blender scene/export structural part count.
  • front silhouette overlay passes threshold.
  • face/features landmarks pass tolerance.
  • side/back/top renders match their registered envelopes.
  • texture atlas regions are mapped per part.
  • optional aura/background is separated from base structural GLB.

Modeling guidance

  • Treat mascots/logos as designed symbols, not natural objects. Symmetry is not guaranteed.
  • Do not infer hidden leaves/petals from radial math.
  • Avoid primitive-first construction when a silhouette exists.
  • Use semantic object names and validation prints.

Source-manifest structural part invariant

Create exactly the structural parts declared by the source manifest. Extra background arcs, glow, aura, shadows, guide marks, and decorative rings are context/decor unless the manifest explicitly promotes them to structural geometry.

Front-plane rotation rule

In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.

Output contract

Every final reconstruction folder should include:

  • reference_manifest.json
  • registration_report.json
  • atlas_regions.json
  • validation/front_mask_validation.json
  • validation/front_overlay_reference.png
  • named .blend
  • base .glb
  • optional aura/context .glb
  • BUILD_NOTES.md with pass/fail gates

Signals

GitHub stars
26
Last commit
Aug 2026
Advanced
Catalog kind
skill
Gateway key
mascot-logo-reconstruction
Source
github.com/cheshirejcat/blender