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Asset style consistency checker

Skill ThanhNguyxnOrg/blendops/skills/asset-style-consistency-checker

Verify chosen assets share visual style (realism, detail, color treatment) before scene build; flag style drift between assets early.From its SKILL.md

Install
npx -y skills add ThanhNguyxnOrg/blendops --skill asset-style-consistency-checker

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 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.

SKILL.md

6.3 KB, ~1.5k tokens by cl100k_base, 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-checker clears 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

InputWhy it is required
Asset list with previewsSubject of the check
Brief style lockedReference for consistency

Optional inputs

InputUse
Reference image / mood boardStyle baseline
Existing scene previewReal-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

  1. Read asset list and previews.
  2. Read brief style.
  3. For each asset, evaluate on 4 style axes (see references/style-axes.md).
  4. Compare against brief baseline; flag drift.
  5. List remediation options.
  6. 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

VerdictCriteria
PassAll assets within consistency tolerance; brief style respected.
WarnOne asset minor drift; remediation noted.
FailTwo+ 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

ProblemResponse
Hard to tell style from previewNeed higher-quality reference; mark Warn until clarified.
Style is on the boundaryLock the style axis early; do not invite repeat boundary calls.
User changes style mid-sceneTreat 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.md
  • references/drift-classification.md
  • references/intentional-mixed-style.md
  • ../../docs/skill-system.md

What ships with it: 4 files

4.7 KB alongside SKILL.md

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