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
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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
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
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
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
using-isometric-skills
0xheycat
Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-pathfinding
0xheycat
Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
spritesheet-atlas-packing
0xheycat
Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
tilemap-data-format
0xheycat
Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
godot4-isometric-tilemap
0xheycat
Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-art-direction
0xheycat
Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
SkillCFreshness: C★ 40Claude Code +9
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
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
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Cite this page
transparent-cutout-cleanup skill. Agent Mart. https://agentmart.dev/skills/0xheycat-transparent-cutout-cleanup (last updated 2026-10-24)