Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
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 |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
日本語の概要は準備中です。原文の説明を表示しています。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
日本語の概要は準備中です。原文の説明を表示しています。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。