
Knight in Tunnel Scene
a {argument name="subject" default="knight"} in the {argument name="location" default="tunnel"}
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a {argument name="subject" default="knight"} in the {argument name="location" default="tunnel"}

Take this screenshot and edit it. The graphics are too modern. please make this look like a 90s boomer shooter.

{argument name="character name" default="Aldric"}, a battle-worn medieval knight with {argument name="hair style" default="wet shoulder-length dark hair"}, scarred face, realistic steel armor covered in mud and rain, holding a bloodstained longsword, standing face to face with a {argument name="monster type" default="terrifying forest wraith"}, creature made of twisted bark, dead leaves and living darkness, glowing red eyes, crimson cracks glowing beneath its body, dark rainy forest, heavy rainfall, muddy ground, cinematic dark fantasy, dramatic lighting, ultra realistic, photorealistic, movie still, shallow depth of field, intense confrontation, atmospheric fog, epic fantasy, masterpiece.

I need numbers 1 to 12 for a {argument name="theme" default="12 Zodiac Signs"} design, but I only have assets from 0 to 10. Based on this image, please create 11 and 12.

do this for {argument name="subject" default="Mecca"} : G = (V, E) where: V = { v₁: Torus(radius=R, layers=8, material={argument name="material" default="wood"}), v₂: City(landmarks={l₁...lₙ}, scale=1:100), v₃: Workshop(tools, bench, lighting), v₄: Camera(macro, f/2.8, 45°) } E = { (v₁, v₂, "surface_embedding"), (v₁, v₃, "located_in"), (v₁, v₄, "viewed_by"), (v₂.landmarks, v₁.layers, "distributed_across") } Constraints: ∀l ∈ landmarks: position(l) ∈ torus_surface ∀layer ∈ layers: wood_grain(layer) ≠ wood_grain(layer+1) Generate(G) → Image

{ "scene": "A young woman dressed as a vampire sitting on a mossy log in a dark forest, flanked by three realistic werewolf creatures.", "subject": { "character": "Vampire girl", "face": { "structure": "Symmetrical, youthful, soft features", "skin": "Fair, pale complexion", "eyes": { "shape": "Almond-shaped", "color": "Dark brown", "expression": "Friendly, slightly mischievous smile" }, "mouth": { "lips": "Natural pink tone with visible vampire fangs and small droplets of blood at the corners" } }, "hair": { "color": "Dark brown / Black", "length": "Long, flowing behind shoulders" } }, "creatures": { "type": "Werewolves", "count": 3, "appearance": "Highly detailed animatronic or costume style, thick brown/black fur, snarling expressions, visible yellowed fangs, pointed ears" }, "pose": { "overall": "Relaxed sitting position", "position": { "base": "Seated on a fallen moss-covered tree trunk", "orientation": "Centrally framed, facing the camera" } }, "outfit": { "dress": { "type": "Gothic Victorian style gown", "color": "Deep black", "material": "Velvet body with lace detailing" } }, "environment": { "location": "Dense, dark forest", "ground": "Covered in dry brown leaves and a large mossy log" }, "lighting": { "type": "Natural, diffused woodland light", "quality": { "intensity": "Soft, moody" } }, "photography": { "angle": "Eye-level", "framing": "Full body shot, centered subject", "style": "Cinematic fantasy" }, "color_palette": { "subject": { "hair": "Black", "skin": "Pale porcelain", "dress": "Jet black" }, "environment": { "wood": "Deep brown and moss green", "leaves": "Earth tones, copper, and tan", "background":

■ COMPOSITION_MODE: Composition and Angle Faithful Framing: Maintains the zoom ratio and composition of the original illustration 'as is'. Full-Body: Even if the original image is only upper body, it completes the feet to render a 'full-body figure'. High-Angle View: Forcibly switches to a 45-degree high-angle 'overhead (bird's-eye) view'. ■ ENVIRONMENT_TYPE: Background Construction Auto: AI analyzes the original image and automatically selects 'Diorama' if there is a detailed background, or 'Studio Background' if it is simple. Force Diorama: Even if the original image has a white background, it forcibly constructs an elaborate miniature set (cityscape, nature, interior, etc.). Force Studio: Eliminates any background and replaces it with a clean photographic backdrop or acrylic sheet. ■ ASPECT_RATIO: Screen Ratio Inherit: Same ratio as the original image. Square: 1:1. For SNS posts or icon-style compositions. Portrait: 9:16. For smartphone wallpapers or dynamically showing standing figures. Landscape: 16:9. For showcasing wide diorama sets. ■ DISPLAY_BASE: Base Selection Simple Round: Transparent or opaque circular plastic base. Results in the most common figure appearance. Decorative: Custom base with decorations matching the character's theme (rubble, magic circles, luxurious designs, etc.). Diorama Floor: Eliminates the concept of a base, placing the figure directly on the diorama ground. None: Excludes both the base and ground details, resulting in the simplest self-standing state. ■ DENSITY: Information Density Standard: A clean, organized finish, like a catalog photo. High: Adds a large number of small objects (model grass, rubble, miniature furniture, etc.) within the diorama to maximize information density. ■ FIGURE_MATERIAL: Figure Material Texture Standard PVC: Standard plastic feel of commercial figures. Softly diffuses light. Premium Resin: Detailed molding and a high-grade resin feel with slight transparency. Texture like a garage kit. Glossy Plastic: A texture with strong reflections, like a glossy painted finish. ■ LIGHTING_STYLE: Lighting Natural: Soft natural light, like being photographed by a window. Everyday atmosphere. Bright Studio: Advertising photo style with multiple lights, minimal shadows, and clear details. Cinematic: Strong contrast and shadows to create a profound atmosphere, like a scene from a story.

Ultra-realistic cinematic gym scene featuring a small tan-and-white hamster wearing a beige baseball cap, silver over-ear headphones, and a white lifting belt. Scene opens with the barbell resting fully on the ground on a worn wooden lifting platform. The hamster is in a proper deadlift stance — feet planted wide, paws gripping the bar, back straight, head slightly lifted forward. 0–4 seconds: Slow, dramatic buildup. The hamster struggles to initiate the lift — muscles tense, fur slightly trembling, paws tightening on the bar. Subtle body shake, controlled strain, deep focus. No camera shake. No text. No flashy effects. 4–8 seconds: The hamster successfully deadlifts the barbell in one smooth, powerful motion, lifting it from the floor to full standing lockout. Chest up, shoulders back, bar held firmly at hip level. The effort turns into quiet triumph. Cinematic low front angle throughout to exaggerate scale and power. Shallow depth of field with a modern gym environment softly blurred in the background. Cool neutral gym lighting with realistic reflections on metal plates and soft shadows on the floor. Style: Hyper-realistic, premium movie realism, high contrast, clean motion, no distortion, no surreal physics, no bar intersecting the body, no camera jumps, no visual noise. Emotional tone: determination → victory.

A whimsical, cartoonish 3D pirate character designed for 3D modeling. The character is in a perfect T-pose with arms extended horizontally and feet slightly apart. The pirate has oversized stylized features, a large crooked hat, and a wooden peg leg. High-fidelity 3D render style with soft clay textures, vibrant colors, and clean cel-shading. The lighting is bright and even to show all details. Full body shot, centered, on a solid plain white background

{ "style": "ultra-realistic cinematic steampunk sci-fi editorial", "resolution": "8K Ultra HD", "aspect_ratio": "21:9", "camera": { "angle": "full-body frontal, low cinematic perspective", "lens": "35mm wide cinematic lens", "depth_of-field": "shallow with sharp subject focus and soft industrial background blur", "motion": "slow forward walk, powerful stance" }, "environment": { "location": "industrial steel factory workshop", "floor": "scratched metal floor with reflections, scattered metal debris and chains", "background": "heavy machinery, steel beams, pipes, cables, workbenches", "atmosphere": "smoke haze, sparks flying, furnace glow, dust particles in air", "lighting_sources": [ "cold overhead industrial lights", "warm orange furnace fire", "flying welding sparks", "metal reflections" ] }, "subject": { "gender": "female", "expression": "serious, fearless, dominant, emotionless", "pose": "walking forward confidently", "hair": "slicked back / rugged tied hair variant", "makeup": "metallic silver eyeshadow, gritty dirt-smudged face variant" }, "outfit_1_mechanical_angel": { "theme": "chrome mechanical angel warrior", "corset": "polished chrome metal corset with exposed brass gears and clockwork mechanisms", "arms": "robotic chrome arm guards and gauntlets", "legs": "high-gloss metallic leg armor fused with black latex bodysuit", "wings": { "type": "large articulated steel wings", "structure": "layered metal feathers with hinges, bolts, and rotating joints", "finish": "brushed steel with sharp edges" }, "back_detail": "long trailing chains and gear-linked mechanical tail dragging on floor", "skirt": "black flowing fabric merging with metal structure" }, "outfit_2_steam_forge_warrior": { "theme": "rusted steampunk forge soldier", "armor": "heavy rusted iron chest plate with embedded gears", "arms": "hydraulic piston-assisted arm braces with glowing orange tubes", "legs": "thick industrial leg armor with scratches and burn marks", "weapon": "giant industrial wrench held like a weapon", "texture": "oil stains, rust, soot, burn residue" }, "materials": [ "polished chrome", "brushed steel", "rusted iron", "brass gears", "black latex", "chains", "hydraulic tubes" ], "lighting_mood": { "contrast": "high contrast cinematic", "color_tone": "cool steel blues mixed with warm orange fire glow", "highlights": "sharp specular highlights on metal", "shadows": "deep dramatic shadows" }, "effects": [ "sparks in motion", "smoke haze diffusion", "glowing furnace fire", "metal reflections on floor", "floating dust particles" ], "quality_tags": [ "extreme de

[NES Final Specification/Complete Version: BG-Only Algorithm Execution Type Dot Art Conversion Prompt] Convert this image into BG dot art specifications for the Family Computer (NES) hardware, strictly executing the following mathematical and logical steps, without limiting the subject matter. The purpose of this prompt is to satisfy the constraints required for BG to function on actual NES hardware. Aesthetic-only NES-style expression is prohibited. Use only the BG layer; sprites are strictly prohibited. ──────────────────────── [Prerequisites (NES BG Implementation Rules)] ──────────────────────── - Output Resolution: 256 × 240 pixels - Layer Used: NES BG only - Sprite usage prohibited - Transparency processing is not performed - Index 0 of each palette is treated as the NES universal background color - Index 0 is common to all palettes - The color with the largest coverage area on the entire screen is assigned as the universal background color - Color number 0 can also be used as a normal drawing color ──────────────────────── [Step 1: Geometric Image Processing (Protagonist Priority, No Deformation Cropping)] ──────────────────────── 1. Set the conversion size to 256 × 240 pixels 2. Always maintain the aspect ratio of the original image - Scale up or down until the shorter side fits the conversion size - Stretching the image is strictly prohibited 3. Automatically detect the protagonist (person, animal, building, etc.) in the image, and adjust the crop position so that the protagonist is maximally contained within the frame 4. If the protagonist cannot be detected, crop based on the center of the screen ──────────────────────── [Step 2: Tile Decomposition and Attribute Block Definition (NES Compliant)] ──────────────────────── 1. Divide the image into 8×8 pixel tiles 2. Treat 2×2 tiles (16×16 pixels) as 1 attribute block 3. Subsequent palette constraints and color constraints must be applied per attribute block ──────────────────────── [Step 3: Attribute Block Unit Palette Clustering (Maximum 4)] ──────────────────────── 1. Analyze the color distribution within each 16×16 attribute block 2. Cluster all attribute blocks by color distribution similarity, classifying them into a maximum of 4 groups 3. If the hue (blue, green, etc.) is clearly different from other areas, treat it as an independent group whenever possible 4. However, the NES BG sub-palettes are limited to a maximum of 4. Prioritize the protagonist area, and areas of low importance may be integrated into similar colors ──────────────────────── [Step 4: NES BG Palette Generation (4 colors × 4 sets)] ──────────────────────── 1. Index 0 (Universal Background Color) - Calculate the color with the largest coverage area on the entire screen, and assign it to Index 0, common to all palettes 2. Index 1–3 (Unique Colors) - For each sub-palette, select 3 colors that represent the 'light part,' 'mid-tone,' and 'dark part' of that attribute group - Colors extremely close in hue or brightness to Index 0 are prohibited ──────────────────────── [NES Color Palette Constraints (Hardware Compliant, NTSC)] ──────────────────────── - Available colors are strictly limited to the 54 NES hardware-compliant NTSC palette colors listed below - Palette generation, color selection, and quantization must always be performed from this 54-color set - Generation of new colors, RGB interpolation, or use of continuous values is prohibited - The following color set contains exactly 54 colors NES NTSC usable palette (54 colors, hex RGB) 000000,1D2B53,7E2553,#008751,AB5236,5F574F, C2C3C7,FFF1E8,FF004D,FFA300,FFEC27,00E436, 29ADFF,83769C,FF77A8,FFCCAA,291814,111D35, 422136,125359,742F29,49333B,A28879,F3EF7D, BE2633,E06F8B,E0A872,B2DCEF,4F6781,8E478C, A3CE27,44891A,2A4F3E,6D758D,9D9D9D,FFFFFF, 4B692F,6A6A6A,8F563B,C2C3C7,DF7126,D95763, D77BBA,FBF236,99E550,6ABE30,37946E,5FCDE4, CBDBFC,ADB5BD,EEC39A,696A6A ──────────────────────── [Step 5: CHR Pattern Compression (BG 256 Tile Limit)] ──────────────────────── 1. Calculate the number of unique 8×8 tile patterns used across the entire image 2. Limit the number of unique tiles to not exceed 256 types 3. For large areas like backgrounds, sky, or walls, repeatedly use completely identical dot patterns to minimize the number of tile types 4. Tiles with slight differences may be integrated using the following methods: - Readjustment of dither placement - Replacement of intermediate colors - Requantization within the attribute block ──────────────────────── [Step 6: Dithering (NES 4-Color Constraint Support)] ──────────────────────── 1. Use only the 4 assigned colors within each attribute block 2. To express pseudo-gradation, apply the following dither

{ "subject": { "desc": "Megan Fox resemblance, fair skin, long straight dark brown/black hair over shoulders/back, symmetrical face with full lips, defined brows, green-hazel eyes, tiny Batgirl mask covering eyes", "apparel": { "item": "Batgirl inspired bodysuit", "style": "Halter-neck sleeveless, high-cut legs", "color": "Black base with glossy purple accents, yellow trim on legs, large yellow bat emblem on chest", "details": "Tight stretch fabric emphasizing curves, black/purple stockings" }, "anatomy": { "body_type": "Exaggerated voluptuous hourglass", "bust": "Large full voluminous with strong forward projection, tightly contained", "hips": "Very wide hips, thick thighs, narrow waist", "skin": "Smooth fair with natural tone variation" } }, "pose": { "posture": "Standing upright, weight shifted to right hip (viewer's left) for pelvic tilt, torso slightly angled toward camera", "limbs": { "right_arm": "Extended down, hand resting on granite countertop", "left_arm": "Hanging naturally by side, partially obscured by hip", "head": "Slight tilt, facing forward" }, "gaze": "Direct eye contact, soft neutral confident sultry expression" }, "environment": { "location": "Indoor bathroom", "elements": [ "Speckled green/black granite countertop (left foreground)", "Wooden door with tall frosted glass panel (right background)", "Towel bar (background left)", "Large Wonder Woman comic poster on black walls, small neon 'KeorUnreal' sign" ] }, "camera": { "shot": "Medium (thighs up), vertical 3:4", "angle": "Eye-level slightly frontal", "lens": "50-85mm portrait", "dof": "Moderate, sharp subject, slightly soft distinct background", "framing": "Centered subject" }, "lighting": "Soft diffuse indoor artificial, overhead/slightly frontal, even illumination, soft shadows under bust/hips, highlights on body contours and fabric sheen", "mood": "Confident calm sultry, casual intimate domestic atmosphere", "style": "Photorealistic smartphone photography, high-fidelity detailed fabric/skin textures, natural color grading, unstyled physical proportions", "colors": "Black suit with vibrant yellow/purple accents dominant, green/black granite, warm wood, neutral walls, natural contrast/saturation", "quality": "High-def sharp focus on eyes/face/suit pattern, low noise, minimal grain", "negative_prompt": "small/reduced/flattened bust, lifted breasts, slimmed torso/hips, proportion averaging, plastic/airbrushed skin, beautification, stylization, depth flattening, wide distortion, mirror selfies, phone-in-hand, reflections" }

SCENE: A developed desert oasis settlement featuring multiple sandstone merchant buildings, a central trading hall beside an oasis pool, shaded market stalls, courtyards, archways, clay jars, palm trees, and connecting stone paths. Organize the architecture around a natural central hub so buildings cluster with believable spatial gravity, forming a cohesive miniature settlement with denser core structures and supporting elements arranged outward. Arrange the district as compact, layered, interconnected, and fully filling the platform without empty gaps. Ensure the entire environment clearly reads as a small handcrafted tabletop collectible model, with miniature-scale architecture and compressed model-world proportions rather than life-sized buildings. STYLE: Frame the camera at a stable product-display distance so the entire collectible diorama remains clearly visible with comfortable margins, avoiding close cinematic crops or environmental perspective shots. Render as a premium stylized 3D collectible miniature diorama on a fully visible, centered self-contained display base, shown from a slightly elevated 3/4 tabletop angle against a clean neutral studio gradient background. Maintain collectible figurine scale and clean display presentation. All elements should appear sculpted from smooth matte ceramic, painted resin, or stylized polymer with rounded edges, simplified geometry, and slightly exaggerated toy-like proportions. Keep surfaces clean and intentionally stylized. Avoid fingerprints, rough handmade textures, workshop scenes, macro photography depth-of-field, or photoreal clay imperfections. Use soft professional studio product lighting: gentle global illumination, warm key light, soft ambient bounce, controlled shadows, and optional warm interior window glow. Render any water or translucent materials as poured clear resin with smooth transparency, subtle reflections, soft internal depth, and slightly thick stylized edges. Include small environmental details but keep everything cohesive, simplified, and sculptural. Prioritize clean stylized modeling over photorealistic texture detail. Overall intent: premium collectible miniature, stylized 3D marketplace presentation, cozy whimsical mood, smooth sculpt clarity, controlled studio rendering, avoid real-world photography aesthetics.

Ultra-realistic IMAX-level Netflix-style cinematic fantasy portrait, 4:5 vertical frame, use the uploaded image as the primary facial reference with maximum face consistency, create a young woman leaning dynamically toward the camera while reaching one hand directly forward into the foreground, her extended hand appearing dramatically larger due to strong perspective and shallow depth of field, fingers naturally spread as if playfully reaching toward the viewer, her other arm positioned naturally closer to her body, upper body leaning forward with an energetic spontaneous posture, wearing a {argument name="clothing" default="soft beige flowing draped outfit"} wrapped naturally around her upper body, {argument name="hair style" default="messy high bun"} with abundant textured strands escaping around the crown, temples and sides of her face, several fine flyaway strands lifted naturally around her head, surrounded by dramatic frozen splashes of {argument name="liquid colors" default="vivid turquoise, red, pink, golden-yellow and orange paint-like fluid"} forms sweeping upward and outward around her body, individual droplets suspended sharply in the air, colorful fluid arcs creating a dynamic circular frame around her, bright neutral background visible between the splashes, highly detailed translucent liquid surfaces with realistic reflections and refractions, strong foreground-background depth separation, cinematic perspective, crisp facial detail with the reaching hand gradually becoming softer toward the closest foreground due to lens depth, realistic motion energy frozen at the exact moment of the splash, sophisticated studio lighting with soft frontal illumination on her face and subtle highlights along the wet fluid droplets and hair strands, vibrant but naturally balanced colors, realistic fabric texture, natural photographic detail, cinematic depth of field, high dynamic range. Facial Expression: her eyes are wide open and looking directly into the camera with a bright playful gaze, eyebrows naturally raised with excitement, mouth opened into a broad genuine smile showing her upper teeth, lips naturally stretched by the smile, cheeks noticeably lifted and rounded with natural smile lines forming around the eyes and mouth, creating a joyful spontaneous energetic expression.

A photorealistic hand holding a transparent zip bag containing a realistic collectible card. The card has exactly the same layout as shown in the attached screenshot. The header image at the top of the card is displayed as-is, without any transparency effects. Use true macro lens perspective (90mm–120mm macro lens look) with very shallow depth of field. Only a thin slice of the object should be in sharp focus while the rest fades into smooth blur (bokeh). The image should emphasize fine surface details, micro textures, reflections, scratches, fibers, or material structure. Lighting should be directional and dramatic, coming from one side to reveal texture and shape. Use deep shadows and controlled highlights so the object appears sculptural and cinematic.

{argument name="protagonist" default="samurai"} VS. {argument name="antagonist" default="Oviraptors"}

<instructions> you are a world class visual artist and viral content generator tasked with creating high-concept diorama for games or books. For every input, you will analyze the core identity, the defining artifacts, the atmosphere, characters and the underlying narrative of the subject. you will then construct a specific container, the appropriate shell based on the title and year it was made: for any title, analyze the mechanics and aesthetic. visualize a hollowed-out item. the interior is a diorama of a famous level or scene. it contains miniature elements, assets, tiny protagonist, and other relevant elements to the subject. lighting & style should be appropriate for the title </instructions>

{argument name="subject" default="miniature clockwork machine"} hyper-realistic miniature clockwork machine version of the subject, extremely intricate and highly detailed steampunk-style mechanical sculpture, thousands of tiny brass gears, springs, levers, cogs, pistons and delicate clockwork mechanisms visibly working, polished brass and copper components with realistic patina and wear, tiny glass tubes and glowing indicator lights, masterpiece of miniature engineering, displayed on a dark wooden base under dramatic focused lighting with soft highlights and deep shadows emphasizing the mechanical details, ultra detailed textures, photorealistic, collector quality

Photorealistic industrial military humanoid mech, heavy armored, bulky proportions, low center of gravity. Hard surface mechanical modeling, realistic engineering details. Massive {argument name="mech color" default="yellow"} armored mech with heavy battle damage: chipped and peeling paint, scratches, dents, cracks, exposed metal edges, oil stains, dust, rust, weathered steel and industrial metal textures. Extremely wide shoulders, thick legs, small head embedded into the torso. Right hand holding a large industrial hammer weapon. Left arm integrated with a heavy shield-like armor. Post-apocalyptic ruined city environment, collapsed buildings, rubble-filled streets. Cinematic dramatic sunset sky, warm orange light contrasting cold metallic armor. Realistic global illumination, high contrast lighting. Full body shot, static powerful stance, calm after battle mood, dark gritty sci-fi realism. NEGATIVE PROMPT: anime, anime-style mecha, manga, illustration, stylized design, exaggerated proportions, clean shiny armor, toy-like plastic, slim or agile body, hero pose, action pose, dynamic motion, energy effects, glowing parts, fantasy elements, soft lighting, colorful pastel tone, low detail, blurry image

gen a 4 angle full body shot, and close up headshot

A minimalist low-poly origami duck sculpture made of folded cardboard, geometric faceted design, warm brown paper texture, sharp angular edges, large round glossy eye, small orange beak, studio lighting, soft shadow beneath, centered composition, dark navy blue gradient background, ultra-clean 3D render, high detail, cinematic lighting, depth of field, 4K resolution. ⸻ Prompt: A collection of low-poly origami animals arranged in a studio portrait — panda, dog, deer, bear — made of textured cardboard paper, geometric faceted shapes, minimalist design, neutral earthy tones (brown, beige, black, cream), large circular eyes, symmetrical front-facing composition, soft studio lighting, subtle shadows, dark blue gradient background, ultra-detailed 3D render, sharp focus, clean aesthetic, 4K. ⸻ Prompt: Centered low-poly origami panda sitting upright, faceted geometric cardboard sculpture, cream and brown paper textures, minimalistic angular design, small round black eyes, soft diffused studio lighting, realistic paper grain detail, subtle ground shadow, dark navy gradient background, ultra-clean 3D render, cinematic composition, 4K resolution. ⸻ Prompt: Cute low-poly origami tiger cub sitting forward-facing, geometric faceted cardboard sculpture, warm orange and beige paper texture, stylized black stripe details, big round expressive eyes, symmetrical centered composition, studio lighting with soft shadows, dark blue gradient background, ultra-detailed 3D render, sharp focus, high realism paper texture, 4K cinematic render.

highly detailed 3d game start screen of a {argument name="game type" default="fitness game"}, on the left side the the {argument name="character" default="woman sits on a fitness bench with some fitness weights on the ground and a towl over the bench"}, on the right side are {argument name="UI elements" default="5 skill buttons that let the player select some special powers"}, on a white background

A cinematic macro toy-photography scene. A bean-sized version of the uploaded reference character is sprinting dramatically across the surface of a giant open comic book featuring panels of the same character. Likeness Preservation (CRITICAL) The identity of the character must remain exactly the same as the reference in both: • the miniature physical character • the comic panels printed on the page Maintain the exact: • head shape • eye shape and spacing • stylization • silhouette • materials and clothing design If the character wears a balaclava, mask, helmet, or covered face, the comic panels must not invent facial anatomy. No added nose. No added mouth. No visible skin where the reference does not show it. The comic panels must depict the same exact design language of the character, only rendered as printed comic artwork. Do not humanize the character. Do not reinterpret anatomy. Subject & Action The miniature character runs across the page as if traversing its own story. Oversized comic panels surround the character, each showing dynamic action poses of the same character, rendered in bold comic-book style. Camera & Perspective Low-angle macro close-up shot, camera positioned almost at page level. Shot with a 90–100mm macro lens, giving the tiny character a heroic sense of scale. The character sits slightly off-center, leaning forward in motion. Depth of Field Extremely shallow depth of field. The running miniature character and the immediate section of the comic page are razor sharp. The surrounding panels and distant page edges fall into soft blur. Lighting Sharp cinematic directional light from the top left, casting dramatic shadows across the comic page and creating small glints on the glossy print surface. Environment & Surface Detail Macro-level detail of the printed comic page: ink texture paper fibers subtle gloss reflections Color Grade Rich saturated comic-book colors with warm cinematic highlights and soft ambient glow. Moody macro photography atmosphere. Rendering Style Photorealistic macro toy photography aesthetic, emphasizing scale illusion between the tiny character and the giant comic book world. ar 5:4

Using 100% likeness of (reference) objects, transformed into a {argument name="style" default="dynamic, semi-realistic digital illustration style"} with a cinematic concept art aesthetic, combining sharp anime-inspired rendering and high-end game splash art. Strong, angular brushstrokes with confident hand-painted strokes, clean yet expressive line accents, and artistic layered shading. High-contrast lighting with bright warm highlights and deep neutral shadows, creating dramatic depth and intensity. The color palette is dominated by {argument name="colors" default="warm ivory, soft beige, sand, light gray, charcoal, and bright orange"} as the main accents, with subtle black details. Smooth gradient transitions mixed with sharp edge highlights, realistic material rendering for metal, fabric, and hard surfaces. Energetic composition, {argument name="detail level" default="highly detailed textures"}, bold and smooth silhouettes. No text, no logo, no watermark. AR 9:16.
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