---
name: Archviz
slug: archviz
category: Frontend
description: Archviz creates architectural visualizations in Blender for interiors, exteriors, and simple walkthroughs. Use it for real-world scale modeling, camera setup, materials, lighting, and still or animation delivery via MCP.
github: "https://github.com/arjun988/blender-skills/tree/main/.claude/skills/archviz"
language: TypeScript
stars: 170
forks: 8
install: "npx degit https://github.com/arjun988/blender-skills/tree/main/.claude/skills/archviz ~/.claude/skills/archviz"
installs_to: ~/.claude/skills/archviz
source_path: .claude/skills/archviz/SKILL.md
collection_size: 25
category_size: 705
collection_url: "https://dirskills.com/collections/arjun988/blender-skills"
added: 2026-09-07T05:22:26.054Z
last_synced: 2026-09-07T05:22:26.054Z
canonical_url: "https://dirskills.com/skills/archviz"
---

# Archviz

Archviz creates architectural visualizations in Blender for interiors, exteriors, and simple walkthroughs. Use it for real-world scale modeling, camera setup, materials, lighting, and still or animation delivery via MCP.

**Install:**

```bash
npx degit https://github.com/arjun988/blender-skills/tree/main/.claude/skills/archviz ~/.claude/skills/archviz
```

## README

# 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 |
