Use this skill to lock silhouette, materials, and proportion language for a role/race before modeling.
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Fantasy ancestries · Horror undead/monsters · Sci-fi bodytypes · Role kits (knight, ninja, detective, etc.)
Recipe
Goal: a readable role presentation in a hero shot: 85 mm lens, subject fills 70% of frame height, three-point light (key:fill about 3:1), one signature material per archetype.
- Light with
lighting/light_rig.pypresetstudio_3pt(hero/knight/wizard),horror_practical(vampire, werewolf, undead),neon_night(android, mecha, cyber assassin). - Signature material with
materials/pbr_material.py: armormetallic1.0roughness0.35; orc/goblin skin[0.2, 0.3, 0.12]roughness0.6; android shellcoat_weight0.5; glowing runes viaemission_color+emission_strength3. - Optional toon read (anime/chibi/superhero):
stylized-style/toon_material.pywithbands3,outline0.01. - Frame with
camera-cinematography/camera_rig.py(lens_mm85,elevation_deg5 for heroic low angle,dof_fstop2.8), and check the silhouette withanimation/turntable.py. - Proportion cheat sheet (heads tall): realistic 7.5, heroic 8-8.5, chibi 2-3, dwarf 5-6, orc 8 with wide shoulders, mecha 6-9.
import runpy
skills = "<skills_dir>" # parent folder of this skill (the plugin's skills/ directory)
target = "SM_Asset" # object to style / dress
r = {}
r["light"] = runpy.run_path(f"{skills}/lighting/scripts/light_rig.py", init_globals={"ARGS": {"preset": "studio_3pt", "target": target}})["result"]
r["mat"] = runpy.run_path(f"{skills}/materials/scripts/pbr_material.py", init_globals={"ARGS": {"name": "MAT_KnightSteel", "base_color": [0.55, 0.56, 0.58], "metallic": 1.0, "roughness": 0.35, "objects": [target]}})["result"]
r["cam"] = runpy.run_path(f"{skills}/camera-cinematography/scripts/camera_rig.py", init_globals={"ARGS": {"target": target, "lens_mm": 85, "elevation_deg": 5, "dof_fstop": 2.8}})["result"]
r["turn"] = runpy.run_path(f"{skills}/animation/scripts/turntable.py", init_globals={"ARGS": {"target": target, "frames": 120, "set_active": False}})["result"]
result = r