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.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill realistic-style

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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.

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills