Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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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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Physically accurate materials. Real-world scale. High-poly to baked low-poly pipeline. AAA standards.
| 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.
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.
| 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 |
| 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.
| Distance | Detail Method |
|---|---|
| Hero close-up | Geometry + normal + roughness |
| Mid distance | Normal + roughness maps |
| Far distance | Albedo + roughness only |
| Background | Decal/card detail |
| 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 |
| Topic | Reference | Load When |
|---|---|---|
| PBR values | references/pbr-values.md | Material setup |
| Scan cleanup | references/scan-cleanup.md | Photogrammetry |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
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.
The English summary is being prepared. Showing the original description.