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Lookdev
Material + light + camera loop. Screenshot compare. Stop when it reads.
When to Use
- Finalizing asset shading before export/portfolio
- Turntable / grey shader checks
- Matching material references
- Bridging
materialsandlightingintentionally
Workflow
Clay/grey pass → Base materials → Neutral light rig
→ Beauty light → Screenshot → Gap list → Iterate (≤3–5)
→ Optional grade → QAStandard Rigs
| Rig | Use |
|---|---|
| Neutral 3-point | Evaluate materials fairly |
| HDRI studio | Product / character |
| In-situ scene lights | Final context |
Keep a reusable COL_Lookdev_Lights + CAM_Lookdev_*.
Checklist
- [ ] Values read in grayscale
- [ ] Specular roughness believable
- [ ] Edges catch light (bevels/normals)
- [ ] Emissive under control
- [ ] No pure black / pure white traps unless stylized
- [ ] Matches reference palette if provided
Iteration Rule
Each pass: change one major variable (material OR light OR camera), then screenshot.
Constraints
MUST DO
- Grey pass before fancy textures when forms unsure
- Capture screenshots each iteration
- Hand off to
qa-reviewbefore ship
MUST NOT DO
- Fix modeling problems only with roughness maps
- Infinite tweak loops without gap list
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Lookdev Rig | references/lookdev-rig.md | When needed |
| Lookdev Checklist | references/lookdev-checklist.md | When needed |

