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realistic-style

面向 Blender 的照片级写实与 AAA 美术指导技能,提供真实世界比例参照表、PBR 材质参考值、高模到低模烘焙流程、摄影测量扫描清理方案、微细节分配策略与 AAA 资产检查清单,并说明通过 MCP 完成导入清理、材质分配、尺寸校验与导出。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:04
分类:创作依赖:MCP 服务应用场景:图像生成 / 工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/realistic-style
Metadata
name
realistic-style
description
Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization. Use for cinematic and AAA game realism.
license
MIT
metadata
{"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"realistic, photoreal, AAA, photogrammetry, scan cleanup, PBR accurate, high poly, cinematic","related-skills":"texture-workflow, rendering, materials, uv-workflow"}

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

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

  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

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.