Loading...
Loading...
Found 14 Skills
Geolocate and chronolocate a photo or video from visual evidence alone — license plate and phone number formats, road markings, utility poles, bollards, signage typefaces, architecture and vegetation for place; shadow direction and length with SunCalc for time and date. Use for GEOINT and chronolocation work, verifying a claimed location without GPS or EXIF, matching a scene to Google Earth, Street View, Yandex Panoramas, Mapillary or KartaView, or estimating when a picture was taken from shadows, foliage and weather archives.
Open-world and environment specialist - Masters UE5 World Partition, Landscape, procedural foliage, HLOD, and large-scale level streaming for seamless open-world experiences
Transform a user-supplied photo into a vertical 3:5 Gathered Scenes Zine poster that anchors truthful photography inside a spacious source-derived abstract illustration field, aggressively compresses dense foliage and other micro-detail into a few large quiet forms, integrates one high-chroma hue as compositional structure, and preserves a visibly hand-torn fibrous photo-to-paper edge. Use when the user wants a tactile minimal paper collage with simplified illustration, active negative space, restrained English-default, Chinese, or bilingual micro-text, and an unmistakable but quiet torn-paper boundary.
Use when generating a texture with Layer that must repeat without a visible seam: ground, terrain, walls, fabric, foliage, stone, wood, pattern fills, or a tiling material for a game engine. Also when a generated texture shows seams at its edges, an obvious repeating motif across a surface, or baked-in lighting that fights the engine. Keywords: tileable, seamless, tiling, texture, material, pattern, trim sheet, terrain, repeat.
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.
Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
Build falling leaves that read as leaves, with each one tumbling on its own axis so it presents a face, thins to an edge, and opens out again, and with its sideways slip driven by that same tumble. Covers the 2-D canvas build and the instanced-3-D variant, where leaves are recycled from, density-versus-count maths, depth layering, colour under a tone-mapped composite, reduced motion, and visibility pausing. Use for autumn maple, sakura petals, blossom, ash, snowfall shapes, or any drifting foliage where a generic particle field reads as confetti.
Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.
Set up, operate, tune, and troubleshoot Minecraft Java 26.x and legacy 1.21.x servers across Paper, Purpur, Folia, Velocity, Fabric, and NeoForge. Use for infrastructure, backups, proxies, and live operations, not plugin or mod development.
Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.
Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.