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Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
Passed 19 of 22 test cases with the skill, and 8 of 22 without it.
and 16 more in the full report
11 fixed8 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 11 test cases the skill fixed. Same model, same prompt, with and without the skill.
I am building a standardized lookdev scene template for our team to evaluate assets in Maya. What specific naming convention should be assigned to reusable lighting collections and camera rigs?
| Checked | Without skill | With skill |
|---|---|---|
| Specifies the lighting collection name COL_Lookdev_Lights. | Missed | Passed |
| Specifies the camera naming convention CAM_Lookdev_*. | Missed | Passed |
The instructions your model reads when the skill loads.
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_*.
test cases passed, vs 8 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.