Realistic Style Specialist
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-eras or lowpoly-style.