--- name: lookdev description: Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: lookdev, look development, shading review, material lighting loop, turntable, asset presentation related-skills: materials, lighting, rendering, camera-cinematography, compositing, qa-review --- # Lookdev Material + light + camera loop. Screenshot compare. Stop when it reads. ## When to Use - Finalizing asset shading before export/portfolio - Turntable / grey shader checks - Matching material references - Bridging `materials` and `lighting` intentionally ## Workflow ``` Clay/grey pass → Base materials → Neutral light rig → Beauty light → Screenshot → Gap list → Iterate (≤3–5) → Optional grade → QA ``` ## Standard Rigs | Rig | Use | |-----|-----| | Neutral 3-point | Evaluate materials fairly | | HDRI studio | Product / character | | In-situ scene lights | Final context | Keep a reusable `COL_Lookdev_Lights` + `CAM_Lookdev_*`. ## Checklist - [ ] Values read in grayscale - [ ] Specular roughness believable - [ ] Edges catch light (bevels/normals) - [ ] Emissive under control - [ ] No pure black / pure white traps unless stylized - [ ] Matches reference palette if provided ## Iteration Rule Each pass: change one major variable (material OR light OR camera), then screenshot. ## Constraints ### MUST DO - Grey pass before fancy textures when forms unsure - Capture screenshots each iteration - Hand off to `qa-review` before ship ### MUST NOT DO - Fix modeling problems only with roughness maps - Infinite tweak loops without gap list ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Lookdev Rig | `references/lookdev-rig.md` | When needed | | Lookdev Checklist | `references/lookdev-checklist.md` | When needed |