Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
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Review the instructions the agent will receive before you install.
Material + light + camera loop. Screenshot compare. Stop when it reads.
materials and lighting intentionallyClay/grey pass → Base materials → Neutral light rig
→ Beauty light → Screenshot → Gap list → Iterate (≤3–5)
→ Optional grade → QA
| 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_*.
Each pass: change one major variable (material OR light OR camera), then screenshot.
qa-review before ship| Topic | Reference | Load When |
|---|---|---|
| Lookdev Rig | references/lookdev-rig.md | When needed |
| Lookdev Checklist | references/lookdev-checklist.md | When needed |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
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Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
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