The art-direction and spec layer for product imagery - lighting, lenses, materials, sets, CGI, and screen composites in studio-grade numbers.
Seven skills that direct product imagery rather than explain photography theory. Each decides what a shot IS - source sizes, focal bands, luminance targets, material highlight signatures - as a numbered spec a photographer, a 3D artist, or a prompt writer can execute without taste calls. Because most buyers have no studio, every shot spec names its default execution path (photoreal-prompt-craft), so a software team still gets a picture out the other end. Covers studio lighting, material rendering, hero composition, campaign shot grammar, set design, CGI realism, and pixel-perfect screen compositing.
Arranged in the author's recommended order. Walk through them in sequence, or open any one on its own.
Designs the lighting plan for a product shot - one motivated key sized 2-3x the product and placed close, one dedicated source per surface built in layers of 4-8, shaped gradient reflections on glossy faces, rim light 1-2 stops above the adjacent background, and a designed contact shadow - emitted as a numbered rig plan a photographer, 3D artist, or prompt writer can execute. Use when someone asks "how do I light a product shot so it looks premium", "design the lighting setup for our product shoot", "why does my product photo look flat and cheap", "how should I light a glossy device for a hero shot", or when any product image shows pinpoint hotspots or a shadowless floating product. Do NOT use to write the model-facing generation prompt - use photoreal-prompt-craft instead; for sourcing existing photos, use stock-photo-finder.
View skill