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/realistic-style

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.

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blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill realistic-style --agent claude-code

SKILL.md

realistic-style.SKILL.md
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`.
Read more
@arjun988
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94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Questions about realistic-style.

Which coding agents can use realistic-style?
realistic-style installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.