blender-visual-review
Blender Visual Review
verify_bounds() and audit_all() (from the blender-assembly skill) prove a model's topology is clean — parts overlap, transforms are applied, nothing is silently double-scaled. They cannot prove the model is right. A chair facing backwards, a quad sunk into the ground, a roof at half scale, faces lit from the inside — every one of those passes a numeric audit and fails the instant a human looks. Numbers verify topology; only eyes verify intent.
This skill is the missing half of the loop: render the model, look at the images, diagnose what you see, fix one thing, re-render the same angles to confirm. Run the numeric checks in blender-assembly; run the visual checks here.
When to use this
After you build, import, or modify any model; before you call a model "done" or export it; whenever the user says it "looks off" or asks you to "check" / "look at" / "review" a model; and — for DayZ — before you spend an in-game test cycle, because a render is free and an in-game iteration is not.
The loop
- Set up an honest view — frame the object, add a scale reference, pick diagnostic shading.
- Capture from several angles. One angle hides defects: a gap invisible head-on, a normal only wrong on one side.
- Look, against the checklist. Don't free-associate — walk the categories below so you don't miss a whole class of defect.
- Fix one diagnosis at a time.
- Re-render the same angles and compare before/after. A fix you didn't re-capture is a fix you didn't verify.