lookdev
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
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Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "lookdev" description: "Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP." license: "MIT" --- # Lookdev Material + light + camera loop. Screenshot compare. Stop when it reads. ## When to Use - Finalizing asset shading before export/portfolio - Turntable / grey shader checks - Matching material references - Bridging `materials` and `lighting` intentionally ## Workflow ``` Clay/grey pass → Base materials → Neutral light rig → Beauty light → Screenshot → Gap list → Iterate (≤3–5) → Optional grade → QA ``` ## Standard Rigs | 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_*`. ## Checklist - [ ] Values read in grayscale - [ ] Specular roughness believable - [ ] Edges catch light (bevels/normals) - [ ] Emissive under control - [ ] No pure black / pure white traps unless stylized - [ ] Matches reference palette if provided ## Iteration Rule Each pass: change one major variable (material OR light OR camera), then screenshot. ## Constraints ### MUST DO - Grey pass before fancy textures when forms unsure - Capture screenshots each iteration - Hand off to `qa-review` before ship ### MUST NOT DO - Fix modeling problems only with roughness maps - Infinite tweak loops without gap list ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Lookdev Rig | `references/lookdev-rig.md` | When needed | | Lookdev Checklist | `references/lookdev-checklist.md` | When needed |
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