Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill archviz --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Archviz?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/arjun988-archviz)More formats (shields.io, HTML) on the badges page.
---
name: archviz
description: Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
license: MIT
metadata:
author: https://github.com/arjun988
version: "1.0.0"
domain: blender
role: specialist
triggers: archviz, architectural visualization, interior render, exterior render, real estate render, architecture viz
related-skills: environment-artist, materials, lighting, camera-cinematography, rendering, compositing, lookdev
---
# Archviz
Real-world scale architecture. Clean cameras. Believable materials. Delivery stills.
## When to Use
- Interior/exterior architectural presentations
- Real-estate style stills and simple walkthroughs
- Material/lighting lookdev for spaces
## Workflow
```
CAD/scale check → Greybox → Final modeling → Materials
→ Cameras → Lighting (HDRI + practicals) → Render → Comp
```
## Scale & Modeling
- Millimeter–meter accuracy where specs exist
- Straight verticals; controlled bevels on visible edges
- Separate glass, frames, furniture collections
## Cameras
- Verticals corrected (shift) for exteriors when needed
- 24–35mm interiors common; avoid extreme wide unless intentional
- Use `camera-cinematography`
## Lighting
- HDRI for exteriors / window light
- Practical lamps as mesh lights
- Soft GI; avoid game-style single harsh key unless styled
## Delivery
- High-res stills; optional depth/mist for comp
- `compositing` for exposure polish
- Keep layered EXR for revisions
## Constraints
### MUST DO
- Verify real-world scale early
- Lock cameras before heavy grade
- Keep glass/IOR plausible
### MUST NOT DO
- Game lowpoly shortcuts on hero archviz plates
- Over-saturate materials
## Reference Guide
| Topic | Reference | Load When |
|-------|-----------|----------|
| Archviz Camera | `references/archviz-camera.md` | When needed |
| Archviz Lighting | `references/archviz-lighting.md` | When needed |
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!