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lookdev

v0.1.0

Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.

Claude Code1 Skill

By Paul LovyLicense: MIT0 GitHub starsUpdated last week

Directory evidence

Runtimes
Claude Code
Parsed components
1 skill or MCP entry
Source updated
Sep 16, 2026
Manifest status
Canonical path parsed

The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology

Install lookdev for Claude Code

Installs for the current user
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install lookdev@agent-plugin-marketplace

Paste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.

The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.

Get the source manually
git clone https://github.com/wfbcargo/PaulClaudePlugins

Clone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/lookdev/.

Plugin files

plugins/lookdev/
├── .claude-plugin/plugin.json
└── SKILL.md

Included Skills1

lookdevSKILL.md

Light and shade Godot 4.7 scenes so they look real, with Blender assets that survive the trip. Renders a scene off-screen and measures it (exposure, clipping, key-to-fill ratio on an 18% grey probe, albedo range, colour cast), lints scenes and Blender materials for the mistakes that make 3D look like CG, applies calibrated lighting presets (clear midday, golden hour, overcast, interior daylight, night), and bakes procedural Blender materials into textures glTF can carry. Use when lighting a scene, choosing sun/sky/exposure/GI/fog settings, judging whether a render looks realistic, fixing flat, washed-out, dark or "plasticky" results, comparing lighting variants, preparing Blender materials for export to Godot, or when an imported asset looks different in Godot than in Blender.

Plugin manifests1

plugins/lookdev/.claude-plugin/plugin.json
{
  "name": "lookdev",
  "version": "0.1.0",
  "description": "Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.",
  "author": {
    "name": "Paul Lovy",
    "url": "https://paullovy.com"
  },
  "homepage": "https://github.com/wfbcargo/PaulClaudePlugins",
  "repository": "https://github.com/wfbcargo/PaulClaudePlugins",
  "license": "MIT",
  "keywords": [
    "godot",
    "blender",
    "lighting",
    "shading",
    "pbr",
    "materials",
    "baking",
    "gltf",
    "rendering",
    "gamedev",
    "3d"
  ]
}

If you maintain this plugin, link to this source-backed listing from your README so users can review its manifest and indexed components.

[lookdev on Agent Plugins Marketplace](https://pluginsmp.com/plugins/lookdev)