Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.
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Review the instructions the agent will receive before you install.
Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.
High/Low Poly Setup → Cage Setup → Bake Maps → Composite
→ Atlas Pack → Engine Format Export → Validation
| Map | Format | Notes |
|---|---|---|
| Base Color | sRGB PNG | No embedded AO |
| Normal | Linear PNG | OpenGL convention unless engine specifies |
| Roughness | Linear PNG | Single channel |
| Metallic | Linear PNG | Single channel |
| AO | Linear PNG | Multiply in shader, not base color |
| Height | Linear PNG | Optional parallax |
| Emission | sRGB PNG | Mask-based |
| ORM Packed | Linear PNG | R=AO, G=Roughness, B=Metallic (Unreal) |
Naming: T_[Asset]_[Map] per ../references/naming-conventions.md
1. Low-poly mesh with UVs (active)
2. High-poly mesh (sculpt or detail) — selected
3. Cage extrusion: 0.01–0.05m (adjust per asset scale)
4. Ray distance: match cage
5. Bake margin: 16px minimum
6. Anti-aliasing: enabled
| Map | Source | Priority |
|---|---|---|
| Normal | High→Low | Required |
| AO | High or low (cavity) | Required |
| Curvature | High sculpt | Wear masks |
| Position | High | Optional (blending) |
| Thickness | Subsurface meshes | Characters |
Modular kits share one atlas:
1. All modules UV'd to shared 0–1 or UDIM space
2. Bake each module to atlas regions
3. Trim sheet areas for repeating detail
4. Single material references atlas
5. Document region map for artists
| Technique | Savings |
|---|---|
| ORM packing | 3 textures → 1 |
| Shared atlas | N materials → 1 texture |
| Lower res on hidden surfaces | 50%+ memory |
| BC compression in engine | 4:1 or 6:1 |
| Trim sheets | Reuse detail across assets |
See ../references/polycount-budgets.md texture section.
| Topic | Reference | Load When |
|---|---|---|
| Bake troubleshooting | references/bake-troubleshooting.md | Bake artifacts |
| ORM packing | references/orm-packing.md | Unreal/Unity export |
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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.