Blender LookDev Realism Enhancement

Заказчик: AI | Опубликовано: 13.03.2026

The exterior animation is already blocked, lit, and textured in Blender, but the scene still need some lookdev touches to be perfect. I need a look-development specialist who can take the file from “good” to “is that real?” quality. Most of the frame is dominated by wide natural vistas and moving vehicles, and a mostly in the tunnel. so the eye jumps straight to the landscaping and the cars. Every surface needs physically-accurate response under changing daylight: • Landscapes & natural elements – trees, grass swaths, water surfaces, scattered rocks • Man-made ground – roads, pavements, kerbs, painted lines, drainage grates • Vehicles – body paint flakes, glass, rubber, interior hints, subtle dirt and wear What I expect you to do • Rework or replace textures with high-resolution, PBR-ready maps; add micro-surface details and displacement where scale demands • Tidy up shader node networks for clean roughness/specular behaviour and consistent colour management. • Add believable weathering, edge wear, and variation so no asset looks procedurally repetitive • Optimise geometry and instancing so the final Cycles render stays memory-efficient without sacrificing detail • Fine-tune lighting, HDRI strength, and indirect bounce to avoid “CG bloom” while keeping photographic contrast • Provide look-dev snapshots or short viewport playblasts for approval before final full-resolution renders Deliverables 1. Updated .blend file with all new textures packed or clearly linked 2. Separate texture folder (4K or higher) organised by asset 3. Two or three hi-res stills that match the final grade, for quick marketing use 4. A brief read-me explaining any custom node groups or add-ons used Once the scene renders indistinguishably from reference photography, the job is done. If you rely on tools like Substance 3D Painter, Quixel Megascans, or custom Geo-scatter setups, that’s perfect—just note it so I can replicate the pipeline later. Send over a couple of comparable look-dev shots you’ve handled, plus an ETA for first previews, and we can get started.