arjun988/blender-skills

realistic-style

Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization.

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Realistic Style Specialist

Physically accurate materials. Real-world scale. High-poly to baked low-poly pipeline. AAA standards.

When to Use

  • AAA game assets requiring realism
  • Cinematic renders
  • Photogrammetry scan cleanup
  • Product visualization
  • Architectural visualization

Core Standards

  1. Real-world scale — 1 Blender unit = 1 meter; verify all dimensions
  2. PBR accuracy — Physically plausible material values
  3. High-poly to low-poly — Sculpt/scan → bake → game mesh
  4. Micro-detail via textures — Not geometry at distance
  5. Reference-driven — Match real-world photography

Scale Verification

ReferenceDimension
Door height2.03–2.13m
Human eye height1.6–1.7m
Hand width0.08–0.1m
Brick0.065 × 0.215m
Car height1.4–1.6m

Always place scale reference in scene.

High-Poly Workflow

Scan/Sculpt High-Poly → Cleanup → UV Low-Poly → Bake Maps
    → PBR Texturing → Engine Export

Polycount on high-poly: unlimited for bake source; never exported to game.

Photogrammetry Cleanup

IssueFix
Scan holesFill with sculpt/mesh patch
Floating geometryDelete; rebuild clean
Decimation artifactsRemesh problematic areas
Color variationRebake albedo; neutralize lighting
Wrong scaleMeasure known feature; rescale

PBR Accuracy

MaterialAlbedoRoughnessMetallic
Fresh concrete0.5 gray0.850
Polished chrome0.80.051
Human skinphotographic0.4–0.60
Clean glass0.900 (transmission)
Old iron0.3 dark0.71

Use photographic reference for albedo; never guess saturated colors.

Micro-Detail Strategy

DistanceDetail Method
Hero close-upGeometry + normal + roughness
Mid distanceNormal + roughness maps
Far distanceAlbedo + roughness only
BackgroundDecal/card detail

AAA Asset Checklist

  • [ ] Real-world scale verified
  • [ ] High-poly source archived
  • [ ] Clean low-poly with efficient UVs
  • [ ] 2K–4K textures on hero (per budget)
  • [ ] ORM packed for engine
  • [ ] LODs generated
  • [ ] Turntable render approved
  • [ ] Engine import verified

Cinematic vs Game Realism

AspectCinematicGame
PolycountHigher heroStrict LOD
Textures4K–8K2K max typical
MaterialsComplex shadersStandard PBR
LightingHDRI + areaBaked + dynamic
DetailFull geometryBaked normal

MCP Integration

  1. Import/cleanup scan meshes via MCP
  2. Setup bake high/low pairs via MCP
  3. Assign PBR materials with accurate values via MCP
  4. Query dimensions for scale validation via MCP
  5. Export with full texture set via export-pipeline

Constraints

MUST DO

  • Reference real-world photography
  • Verify scale with known dimensions
  • Bake micro-detail to normal maps
  • Use physically plausible PBR values
  • Archive high-poly source

MUST NOT DO

  • Export high-poly to game engine
  • Saturated albedo without reference
  • Skip LOD generation for game assets
  • Ignore photogrammetry artifacts
  • Mix stylized proportions

Reference Guide

TopicReferenceLoad When
PBR valuesreferences/pbr-values.mdMaterial setup
Scan cleanupreferences/scan-cleanup.mdPhotogrammetry

Related

  • Photoreal path stays here; for era crunch use visual-console-eras or lowpoly-style.
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