Realistic Style Specialist
SkillDev toolsPhotorealistic 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.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Realistic Style Specialist skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/realistic-style/SKILL.md and read by ahel’s review.
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
- Real-world scale — 1 Blender unit = 1 meter; verify all dimensions
- PBR accuracy — Physically plausible material values
- High-poly to low-poly — Sculpt/scan → bake → game mesh
- Micro-detail via textures — Not geometry at distance
- 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
- Import/cleanup scan meshes via MCP
- Setup bake high/low pairs via MCP
- Assign PBR materials with accurate values via MCP
- Query dimensions for scale validation via MCP
- 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-erasorlowpoly-style.
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
realistic-style- Source
- github.com/arjun988/blender-skills