Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add arjun988/blender-skills --skill lookdevgit clone --depth 1 https://github.com/arjun988/blender-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/arjun988/blender-skills/lookdev)<a href="https://agentmods.dev/skills/arjun988/blender-skills/lookdev"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/lookdev/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/arjun988/blender-skills/lookdev"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/lookdev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00026 | $0.00478 |
| Opus 5.5 | $0.00010 | $0.00191 |
| Sonnet 5.5 | $0.00005 | $0.00096 |
| Haiku 4.5 | $0.00003 | $0.00048 |
Grade A, and why
lookdev scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
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
materialsandlightingintentionally
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-reviewbefore 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 |
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 73 lines · 26 tokens per session scan A 7eb0de0bebf2
lookdev is a skill published in the GitHub repository arjun988/blender-skills (384 stars, last pushed 3mo ago), licensed MIT. It adds 26 tokens to every session and 478 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
wireframe-to-3d
Convert 2D orthographic wireframe PNG drawings to 3D Blender models exported as glTF/GLB. Use this skill whenever the user provides wireframe images (technical drawings, line drawings, orthographic views, side/front/back panels) and wants to generate a 3D model, mesh, or .glb file. Triggers on phrases like "convert…
fit-repair-optimizer
Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement…
mascot-logo-reconstruction
Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.
source-part-segmentation
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.
atlas-uv-fitting
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
reference-analysis-validator
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs…