--- 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`.