Mascot / Logo Reconstruction
SkillAI & modelsOrchestrate 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.
No other account needed.
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
reference-analysis-validator— source inventory, manifest, part counts, masks.orthographic-registration— shared front/side/back/top coordinate contract.contour-to-mesh— structural meshes from measured silhouettes.atlas-uv-fitting— per-part texture/UV fitting.blender-materials/blender-lighting— only after geometry and UVs pass.reference-analysis-validatoragain — overlay gates before export.blender-export— export only after gates pass.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.jsonregistration_report.jsonatlas_regions.jsonvalidation/front_mask_validation.jsonvalidation/front_overlay_reference.png- named
.blend - base
.glb - optional aura/context
.glb BUILD_NOTES.mdwith 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