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cccskills

Results for “close-up”

13 skills · sorted by relevance

Cooking close-ups, mukbang and eating vlogs. They work when every beat shows one visible change in the food and one matching sound, and the dish stays the same dish from first frame to last. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Food close-ups and eating ASMR; 中文触发词: 美食特写与吃播 ASMR, 美食, 吃播, ASMR, 烹饪), or asks how published cases of this type were prompted. Read references/cases.md before drafting.

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LearnPrompt/awesome-seedance2.1KUpdated Oct 18, 2026

Use when the user wants to generate a cinematic still image on Higgsfield, asks about shot framing, camera angle, or composition for image prompts, needs a specific shot type (close-up, wide shot, cowboy shot, etc.), or is working with [img] reference-based image generation. Covers distance & size shots, camera angles, and camera movement keywords optimized for AI image models (Soul 2.0, Nano Banana, Seedream, GPT Image, Flux, etc.).

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OSideMedia/higgsfield-ai-prompt-skill761Updated Sep 27, 2026

character-prompt

FreeSummary

Create prompts for a character reference sheet combining a facial close-up with front, side, and back full-body views. Specify consistent facial features, hair, and clothing to provide a reusable visual reference for later images and videos.

  • Preparing a character reference sheet
  • Keeping appearance consistent across images and videos
  • Turning personality traits into visible expressions
chatfire-AI/huobao-drama16.4KUpdated Oct 6, 2026

Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.

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MengTo/Skills6.8KUpdated Oct 18, 2026

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

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MengTo/Skills6.8KUpdated Oct 18, 2026

Build a paper sheet in Three.js that reads as paper up close — washi, cotton rag or kraft with baked fibre and tooth relief, laid and chain lines, a torn deckle edge with frayed fibres, four-layer thickness, a rolled corner and crease, ink that wicks along the fibres, toasted aged edges, contact shadows and back-lit translucency. Use for a hung sheet, scroll, page, label, shoji pane or card that must survive a macro close-up, or when paper looks like a flat white plane, has ruler-straight edges, no thickness, or does not glow when lit from behind. Use 3d-wood-material, 3d-cloth-material or 3d-metal-material for those materials, and paper-cinder-transition for burning paper.

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MengTo/Skills6.8KUpdated Oct 18, 2026

Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.

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MengTo/Skills6.8KUpdated Oct 18, 2026

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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MengTo/Skills6.8KUpdated Oct 18, 2026

Shoot software UI like a film. A sequence of hero shots, each a steep, oblique, extreme close-up of the interface floating in black, with a razor-thin focal plane, a slow motivated camera drift, and UI that acts on its own, hard-cut on the action, ending on one line of copy and a still logo. Use when asked for a launch video, product film, feature trailer, teaser, promo clip, hero shot, or any "cinematic" footage of an app or UI. This skill covers camera, framing, light, and edit. It is stack-agnostic.

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dzhng/skills1.4KUpdated Oct 16, 2026

Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.

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scenario-labs/skills1.1KUpdated Oct 18, 2026

Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.

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scenario-labs/skills1.1KUpdated Oct 18, 2026

Controls facial expressions in Seedance 2.0 with FACS (Facial Action Coding System) Action Unit codes — muscle-level direction (AU12 = lip-corner puller, AU6 = cheek raiser) instead of emotion labels. Use whenever the user wants precise facial acting, a forced/uncanny/mixed expression, micro-performance in a close-up, monologue or dialogue facial beats, a 'which AU code for anger/fear/disgust' answer, or to generate a FACS reference sheet for a character. Pairs with higgsfield-soul Micro-Expressions (named expressions), higgsfield-audio (dialogue + lip-sync), and higgsfield-gpt-image-2 (the reference-sheet image).

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OSideMedia/higgsfield-ai-prompt-skill761Updated Sep 27, 2026

Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also covers "hero shot", "close-up", "from above", "shallow focus", "85mm portrait look".

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RobLe3/cc-blender-skill103Updated Oct 13, 2026