isometric-style
Isometric diorama look with a true-iso camera. Use for tile or fixed-angle game views. Ships tested scripts.
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Updated 11-08 00:04
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Isometric diorama look with a true-iso camera. Use for tile or fixed-angle game views. Ships tested scripts.
Lighting setups: three-point, HDRI, rim, volumetrics and mood. Use when a scene is too dark, blown out or lit with no shape, or needs a quick key/fill/rim.…
LOD chains, tested scripts: LOD1..N copies, naming, screen-size switch distances. Use when distant meshes cost frame rate, LODs pop or an engine needs LODs;…
Look-dev loop: iterate material, light and camera against a reference until shading reads right. Use for 'my asset looks flat/wrong' or turntable review. Not…
Low-poly PS1/PS2 look with few triangles, vertex snap, fog. Ships tested scripts. Not PS1 horror (psx-horror-style) or eras (visual-console-eras).
Manga: monochrome values, speed lines, screentone. Use for 'manga panel'. Not colored anime (anime-style).
Mascot and puppet horror: cheerful characters gone wrong, felt and foam. Use for creepy costumes or felt puppets.
Minimalist, abstract look: reduced forms, negative space. Use for 'keep it minimal' or a cluttered scene.
Film noir: high contrast, wet streets, venetian-blind shadows. Use for 'neo-noir' or detective scenes.
Whole-render watercolor or oil painting looks. Use for gouache or impressionist illustration. Not painted textures (hand-painted-style).
Rigid body, soft body and destruction sims with bakes. Use when objects should fall, stack, collide or break apart, or a sim explodes. Ships tested scripts.…
Pixel-art look from 3D: low-res, texel-constrained. Use for 'pixelated' renders. Not NES/SNES (retro-8bit-style, retro-16bit-style) or hd-2d-style.
Procedural assets from a swept curve profile: pipes, cables, rails, trim, roads. Use for an editable parametric mesh. Ships tested scripts. Not for scattering…
Prop modeling: furniture, tools, bottles, household objects, kitbash parts. Use for 'model a chair/bottle/tool'. Not for sci-fi machinery (use hard-surface).
PS1 horror: affine textures, heavy fog, crunchy low-poly. Use for 'Puppet Combo vibes'. Not plain low-poly (lowpoly-style).
Photoreal AAA assets: real-world scale, PBR values, scan cleanup, high-poly to low bake. Use for 'photoreal' or 'AAA'. Not interiors (archviz).
Final render setup: Cycles/Eevee sampling, denoise, resolution, color management. Use for noisy or slow renders or a quick preview. Ships tested scripts. Not…
Retopology: clean quad-dominant, animation-ready topology from sculpts or messy meshes. Use for n-gons, poles or bad edge flow before rigging. Ships tested…
16-bit SNES/Genesis look: richer palettes, dither. Use for 'SNES'. Not NES four-color (retro-8bit-style) or pixel-art-style.
8-bit NES look: tiny palettes, chunky pixels. Use for 'NES'. Not SNES (retro-16bit-style) or general pixel-art-style.
Rigging: armatures, IK/FK, weight painting, facial rigs, drivers. Use when a rig bends wrongly, skinning breaks or bones are misnamed. Ships tested scripts.…
Sci-fi and -punk settings: cyberpunk, steampunk, space station, solarpunk. Use for 'cyberpunk city' or 'steampunk workshop'.
Sculpting: Dyntopo, multires, brushes, wrinkles and damage detail. Use for 'sculpt this' or high-frequency detail before retopology. Not for clean topology…
Set dressing: prop placement and environmental storytelling. Use when a scene feels empty or props should tell a story. Ships tested scripts. Mass terrain…