Asset style consistency checker
Skill ThanhNguyxnOrg/blendops/skills/asset-style-consistency-checker
AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.
npx -y skills add ThanhNguyxnOrg/blendops --skill asset-style-consistency-checkerAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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- 3 stars3 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Verify chosen assets share visual style (realism, detail, color treatment) before scene build; flag style drift between assets early.
SKILL.md
6.3 KB, as published. Nobody here has run it
asset-style-consistency-checker
Purpose
Catch style mismatches between assets before they end up in the same scene where the inconsistency reads as compositing error.
Quick start
- list every asset planned for the scene
- evaluate each on style axes (realism / detail / color / surface)
- flag drift between assets
- recommend remediation (drop / restyle / replace)
When to use
- after
asset-license-checkerclears the assets - before scene build
- when a scene preview shows visible style mismatch
- when assets come from multiple sources
When not to use
- single asset (no consistency check needed)
- pure planning before assets are picked
- intentionally mixed-style art direction (verify with brief)
Trigger phrases
- "do these assets fit together"
- "style check the assets"
- "scene feels like a collage"
Prerequisites / readiness
- asset list with previews known
- scene brief style locked
- target scene quality bar set
Input schema
Required inputs
| Input | Why it is required |
|---|---|
| Asset list with previews | Subject of the check |
| Brief style locked | Reference for consistency |
Optional inputs
| Input | Use |
|---|---|
| Reference image / mood board | Style baseline |
| Existing scene preview | Real-world consistency check |
Assumptions to confirm
- Brief style is unambiguous.
- Asset previews are representative of final use.
Output schema
Primary output
A per-asset row table: name, realism axis, detail axis, color axis, surface axis, drift verdict (None / Minor / Major), remediation note.
Secondary output
- top-line consistency verdict
- assets to drop / restyle / replace
- evidence label
Evidence / caveat output
Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>
Required laws
../../laws/evidence-before-done.md../../laws/non-blender-user-language.md../../laws/no-arbitrary-python-interface.md../../laws/official-runtime-only.md
Official runtime boundary
Validation skill — does not modify assets. Verdicts are based on documented previews + style brief.
Operating procedure
- Read asset list and previews.
- Read brief style.
- For each asset, evaluate on 4 style axes (see
references/style-axes.md). - Compare against brief baseline; flag drift.
- List remediation options.
- Hand off to scene build (Pass) or
asset-fallback-strategy(Fail).
Decision tree
Asset matches all 4 axes?
→ Pass row
Asset off on 1 axis?
→ Minor drift; verify intent
Asset off on 2+ axes?
→ Major drift; recommend replace
Two assets in same scene with major drift between them?
→ Fail; cannot mix without breaking visual hierarchy
Playbooks
Playbook A: All-realistic product hero
All assets realistic; same detail density; PBR materials. One stylized prop → drop or restyle.
Playbook B: Stylized character + flat background
Character is stylized; background must be equally simplified. Detailed background asset → drop.
Playbook C: Mixed-style intentional (collage / editorial)
Brief explicitly mixed-style; verify with brief; drift becomes feature, not bug.
Mode handling
Text-only mode
Verdicts based on documented previews.
Runtime-ready mode
Verdicts based on actual scene preview snapshot.
Blocked runtime mode
Skip rows that depend on rendered preview; mark as such.
Validation checklist
- Every asset has 4-axis row
- Brief baseline cited
- Drift verdict per row
- Top-line consistency verdict
- Remediation for any drift
- Honest evidence label
Pass / Warn / Fail rubric
| Verdict | Criteria |
|---|---|
| Pass | All assets within consistency tolerance; brief style respected. |
| Warn | One asset minor drift; remediation noted. |
| Fail | Two+ assets major drift; brief style not respected; collage-error visible. |
Failure handling
- Major drift → recommend asset replacement; hand off to discovery.
- Brief unclear about style → hand off to brief writer.
- "Mixed style is intentional" → verify with user before accepting.
Troubleshooting
| Problem | Response |
|---|---|
| Hard to tell style from preview | Need higher-quality reference; mark Warn until clarified. |
| Style is on the boundary | Lock the style axis early; do not invite repeat boundary calls. |
| User changes style mid-scene | Treat as scope creep; hand off to scope enforcer. |
Best practices
- Lock style early; revisions are cheap pre-build.
- Always evaluate against the brief, not against vibe.
- Prefer 1 source for related assets to reduce drift risk.
- Keep this skill narrow — do not check license / budget / topology here.
Good examples
- "shoe-base.glb: realistic, high-detail, neutral color, PBR. shoe-laces.glb: realistic, high-detail, neutral, PBR. shoe-environment-stylized.glb: stylized, low-detail, saturated, flat. Drift: Major. Remediation: replace stylized environment."
Bad examples
- "Assets look like they go together." — no axis-by-axis verdict.
User-facing response template
Brief style: <one line>
| Asset | Realism | Detail | Color | Surface | Drift | Remediation |
|---|---|---|---|---|---|---|
Top-line consistency: Pass / Warn / Fail
Assets to drop / restyle / replace: <list>
Limitations: <gaps>
Next: scene build (Pass) / asset-fallback-strategy (Fail)
Anti-patterns
- "Vibe match" verdicts.
- Skipping the brief reference.
- Mixing license / budget / topology checks here.
- Inventing axis values.
Cross-skill handoff
- License →
../asset-license-checker/SKILL.md - Discovery →
../blender-asset-discovery-planner/SKILL.md - Fallback →
../asset-fallback-strategy/SKILL.md - Library →
../asset-library-organization-planner/SKILL.md - Material check →
../material-quality-checker/SKILL.md
Non-goals
- Modify assets.
- Re-style assets.
- Run Blender.
References
references/style-axes.mdreferences/drift-classification.mdreferences/intentional-mixed-style.md../../docs/skill-system.md