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transparent-cutout-cleanup

Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.

Skill by 0xheycat

IndexedMIT★ 40
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xheycat-transparent-cutout-cleanup

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/transparent-cutout-cleanup

What's inside

Skill name
transparent-cutout-cleanup
Description
Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
License
MIT
Instructions
46 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Transparent Cutout Cleanup

## Overview

AI-generated sprites come on a background. Naive removal leaves a colored halo or jagged edge that screams amateur when tiles are placed together. This skill produces clean, premultiplied-safe alpha cutouts.

## When to Use

- Any generated sprite needs a transparent background.
- Placed sprites show a white/gray halo or fringe.
- Edges look jagged or have leftover background color.

## Process

1. Generate on a PLAIN flat background (easier to key out than a busy one).
2. Use a background-removal model (e.g. InSPyReNet / rembg) rather than a hard color key.
3. Inspect edges at 400% zoom for halo or fringe pixels.
4. Defringe / decontaminate edge color so no background tint remains.
5. Erode the alpha by 1px if a faint halo persists.
6. Save as PNG with straight alpha; verify on both light and dark backgrounds.
7. Batch the cleaned sprites for the atlas packer.

Pair this with the ComfyUI rembg node in `seamless-isometric-terrain/scripts`.

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "A white halo is barely visible" | On a dark tile it is glaring. Defringe every sprite. |
| "Hard color-key is faster" | It eats anti-aliased edges and looks jagged. Use a proper matting model. |

## Red Flags - STOP if you catch yourself:

- Visible halo/fringe when placed on a contrasting background.
- Jagged, aliased cutout edges.
- Background color contaminating semi-transparent pixels.

## Verification

You are NOT done until every box is checked:

- [ ] Edges are clean at 400% zoom on light AND dark backgrounds.
- [ ] No background-color contamination on semi-transparent pixels.
- [ ] All sprites exported as straight-alpha PNG.

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

Signals

Stars
40
Forks
5
Open issues
3
Last commit (this folder)
Jun 10, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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transparent-cutout-cleanup skill. Agent Mart. https://agentmart.dev/skills/0xheycat-transparent-cutout-cleanup (last updated 2026-10-24)