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
- Real-world scale — 1 Blender unit = 1 meter; verify all dimensions
- PBR accuracy — Physically plausible material values
- High-poly to low-poly — Sculpt/scan → bake → game mesh
- Micro-detail via textures — Not geometry at distance
- Reference-driven — Match real-world photography
Scale Verification
| Reference | Dimension |
|---|
| Door height | 2.03–2.13m |
| Human eye height | 1.6–1.7m |
| Hand width | 0.08–0.1m |
| Brick | 0.065 × 0.215m |
| Car height | 1.4–1.6m |
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
| Issue | Fix |
|---|
| Scan holes | Fill with sculpt/mesh patch |
| Floating geometry | Delete; rebuild clean |
| Decimation artifacts | Remesh problematic areas |
| Color variation | Rebake albedo; neutralize lighting |
| Wrong scale | Measure known feature; rescale |
PBR Accuracy
| Material | Albedo | Roughness | Metallic |
|---|
| Fresh concrete | 0.5 gray | 0.85 | 0 |
| Polished chrome | 0.8 | 0.05 | 1 |
| Human skin | photographic | 0.4–0.6 | 0 |
| Clean glass | 0.9 | 0 | 0 (transmission) |
| Old iron | 0.3 dark | 0.7 | 1 |
Use photographic reference for albedo; never guess saturated colors.
Micro-Detail Strategy
| Distance | Detail Method |
|---|
| Hero close-up | Geometry + normal + roughness |
| Mid distance | Normal + roughness maps |
| Far distance | Albedo + roughness only |
| Background | Decal/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
| Aspect | Cinematic | Game |
|---|
| Polycount | Higher hero | Strict LOD |
| Textures | 4K–8K | 2K max typical |
| Materials | Complex shaders | Standard PBR |
| Lighting | HDRI + area | Baked + dynamic |
| Detail | Full geometry | Baked normal |
MCP Integration
- Import/cleanup scan meshes via MCP
- Setup bake high/low pairs via MCP
- Assign PBR materials with accurate values via MCP
- Query dimensions for scale validation via MCP
- 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
| Topic | Reference | Load When |
|---|
| PBR values | references/pbr-values.md | Material setup |
| Scan cleanup | references/scan-cleanup.md | Photogrammetry |
Related
- Photoreal path stays here; for era crunch use
visual-console-eras or lowpoly-style.