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@Image1 = main character identity reference

提示词来自 @lilreaperjr 的原推 ↗ · ❤️ 44 · 版权归原作者所有

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@Image1 = main character identity reference
@Image1 = main character identity reference {SUBCLASS} = (blank = let the image decide; or name one from the allowed list) {WEAPON} = (blank = default to a sword — or a bow if the subclass is Arcane Archer; or name any specific weapon to lock it, e.g. greatsword, warhammer, halberd, rapier, longbow, dual axes) {ENVIRONMENT} = (blank = random from the list; or name a specific setting/scene) Create a highly detailed epic fantasy medieval cinematic illustration set in the world of Dungeons & Dragons, depicting the character from @Image1 reimagined as a FIGHTER, striking a dynamic, badass heroic pose. — IDENTITY LOCK (PERSON, NOT CLOTHES, NOT A FROZEN HEADSHOT) — ABSOLUTE HEAD/FACE RULE (READ FIRST — OVERRIDES EVERYTHING BELOW): Before applying any other identity instruction, check @Image1's head and face. If the source has ANY of the following — no visible head at all, a smoke/shadow/void where the head would be, a mask, a helm, a veil, a hood that conceals the face, bandages, a covered or obscured face, or any face-covering accessory — then that exact trait is PERMANENT, IDENTITY- DEFINING, and PRESERVED EXACTLY as the source has it. Do NOT remove it. Do NOT replace it with a bare face. Do NOT "reveal" the face behind it. Do NOT invent a head where there is none. A masked character stays masked (same mask); a headless/smoke- headed character stays headless/smoke-headed; a helmed character keeps the helm. The "freshly-posed face" instruction in the next paragraph DOES NOT APPLY to a covered or absent head — you may re-angle the head/mask/helm with the body's motion, but the covering or absence itself is never undone. This rule wins over every pose, presentation, transformation, and camera instruction in this prompt. Carefully analyze @Image1 and preserve the character's CORE IDENTITY — but NOT their original outfit, and NOT the original head angle, gaze, or expression. Preserve: - facial LIKENESS / identity: ONLY IF the source face is visible and uncovered (if it is covered or absent, the ABSOLUTE rule above governs and this bullet does not override it). For a visible face: the same recognizable face — bone structure, eye shape and color, distinctive features — so it is unmistakably the SAME PERSON. The head angle, gaze direction, and facial expression are NOT fixed: render the face from whatever new angle and with whatever expression the rolled POSE and action call for. Think of it as the same actor filmed in a new shot — clearly them, freshly posed — NOT their original headshot pasted onto a new body. (Again: this freshly-posed-face license applies ONLY to an already-visible, uncovered face; it NEVER licenses uncovering a mask/helm/veil or supplying a missing head.) - any MASK, helm, veil, face-covering, or head-absence is itself a preserved identity feature per the ABSOLUTE rule above — kept exactly, re-posed with the body but never removed or revealed - hair color, hairstyle silhouette (the style may move/flow with the action; the color and general look stay) - body type and proportions - distinctive NON-CLOTHING features: horns, markings, tattoos, beast/fiendish/eldritch traits, auras, scars, glowing effects - the overall COLOR PALETTE of the character - OUTFIT INSPIRATION — the source outfit's design DNA: its silhouette and garment type (dress, armor, robe, coat, gown, leathers, etc.), dominant patterns and motifs (patchwork, smoke effects, stripes, frills, layered fabric, leather straps, fur trim, etc.), ornamentation character, signature accessories or symbols, and the overall design language of what they're wearing — this is preserved AS IDENTITY and flows through into the new class attire below - personality vibe and overall mood/energy — TRANSFORMATION (REIMAGINE FOR ROLE) — IMPORTANT: Do not preserve clothing literally. Instead, reimagine the character into their class-appropriate form, with custom details inspired by their original design. Reimagine @Image1 as a fighter version of themselves. Their fighter attire should feel genuine to the class, high-fantasy, and personality-driven: well-fitted battle armor (plate, half-plate, mail, or leather as appropriate), weapon harnesses and sword belts, heraldic tabards or surcoats, gauntlets and pauldrons, buckled greaves and reinforced boots, practical battle-ready trim, martial bearing in the cut, and custom details inspired by the original design. The preserved OUTFIT INSPIRATION from the identity section above (silhouette, patterns, motifs, colors, ornamentation, signature accessories) flows through into the new attire — a patchwork source produces patchwork fighter gear; a dress source produces a fighter's dress; an armored source stays armored; the source's design language carries forward into the role. Do not turn them into a generic fighter. They must still clearly read as the same character. Preserved anatomical features (wings, tail, horns, tentacles, etc.) are kept and the reimagined attire is built around them. — CLASS (LOCKED) — The character's class is FIGHTER. This is fixed. Do not change, hybridize, or substitute the class. — SUBCLASS (USER-LOCKED OR REASONED SELECTION) — If {SUBCLASS} is provided, use that exact Martial Archetype from the list below — do not override it, do not second-guess it. If {SUBCLASS} is left blank, analyze @Image1's appearance, color palette, vibe, and apparent personality, then choose the single best-fitting Martial Archetype from the list below. Do not invent a subclass. Do not choose with no reasoning. Allowed subclasses: - Champion (simple, peerless, raw physical excellence) - Battle Master (tactical, precise, maneuver-driven) - Eldritch Knight (martial blade fused with arcane magic) - Samurai (disciplined, honor-bound, relentless resolve) - Cavalier (noble protector, mounted or guardian energy) - Arcane Archer (ranged, magical trick-shot archery) - Banneret / Purple Dragon Knight (inspiring frontline leader) - Echo Knight (time/space-warped, spectral echo duplicate) - Psi Warrior (psionic force, telekinetic combat) - Rune Knight (giant runic magic, glowing carved runes, growth) — WEAPONS & ARMOR — Equip the character as a Fighter — the versatile master of arms. Armor is NOT fixed: choose freely from light, medium, or heavy armor up to full plate, driven by the chosen subclass and the character's vibe/palette. Add subclass-appropriate accents (arcane runes/glow for Eldritch Knight, Eastern-armor silhouette for Samurai, glowing carved runes for Rune Knight, spectral echo for Echo Knight, etc.). — WEAPON (USER-LOCKED OR DEFAULT) — The Fighter's weapon is a deliberate, prominent element of the composition — clearly visible, well-rendered, and integral to the character's silhouette and pose. Resolution precedence: 1. If {WEAPON} is set, USE IT EXACTLY — render the named weapon (e.g. greatsword, warhammer, halberd, rapier, longbow, dual axes, glaive, flail, scimitar, etc.). This overrides any subclass-implied weapon. 2. Else if the resolved subclass is ARCANE ARCHER: default to a signature enchanted BOW (longbow or recurve, the weapon is the centerpiece of this archetype). 3. Else (any other subclass, no {WEAPON} set): default to a SWORD — let the type vary (longsword, broadsword, arming sword, etc.) by what best fits the character's silhouette, armor weight, and vibe. The sword is the iconic Fighter weapon and the safe, dignified default. The weapon's styling should match the character's palette and the resolved subclass — Eldritch Knight weapons can carry arcane runes/glow, Samurai weapons can be katana-styled when consistent with {WEAPON}, Rune Knight weapons can bear glowing carved runes, etc. CAVALIER ONLY: this archetype is mounted by nature. Strongly favor depicting the character astride a fitting warhorse or steed, with barding colored to match @Image1's palette. The mount may share the frame as a large secondary element while the rider remains the focal point. A dismounted depiction is acceptable only as a deliberate alternative (knight on foot, weapon or lance planted) — never a Cavalier that simply omitted its mount. PRESENTATION (SEX/BUILD-GATED): determine the character's sex/build. If {PRESENTATION} is provided, use it exactly. If blank, READ IT FROM @Image1'S BODY AND PHYSICAL BUILD ONLY — never from clothing, never from the presence or absence of a face. If the source is masculine, or androgynous/ambiguous, or headless/faceless such that sex cannot be clearly determined, treat it as NON-feminine (masculine or neutral) — do NOT feminize it; apply feminine styling ONLY when the source body clearly reads feminine. The source's preserved SEX/BUILD and anatomical features are never altered by this clause. ONLY for a source whose body clearly reads feminine: design the armor to be elegant, form-fitting, and flattering AS WELL AS practical — a sculpted fitted cuirass/breastplate, shaped pauldrons, a high-slit armored skirt or tassets, ornate thigh and arm guards, with tasteful skin-revealing elements (bare shoulders, an armored midriff cutaway, a leg slit) FRAMED by real functional armor, not replaced by its absence. Think elegant fantasy battle-dress: it must still clearly read as protective armor a warrior would fight in, and stays at the level of elegant fantasy art — alluring and confident but never crude, fetishized, or explicit. Masculine characters get the equivalent confident, well-fitted heroic martial silhouette. All gear colors must match @Image1's signature palette. (This armor/gear is the rebuilt outfit; it is not the source garment restyled.) — POSE (CLASS-CONDITIONED RANDOM — OVERRIDES IMPLIED STANCE, INCLUDING THE HEAD) — ABSOLUTE POSE RULE (READ FIRST — OVERRIDES THE SOURCE IMAGE'S POSE): The character's pose, stance, body angle, limb positions, head angle, gaze, and expression are determined ENTIRELY by the rolled pose below — NEVER by @Image1. The source image's pose is DISCARDED completely. This holds NO MATTER HOW STRONG, ICONIC, DISTINCTIVE, OR DRAMATIC the source's original pose is — a striking or memorable original pose is explicitly NOT a reason to keep it; it is replaced like everything else except the preserved identity traits. Furthermore: if the rolled pose happens to SUPERFICIALLY RESEMBLE the source's pose (e.g. both involve an outstretched hand or a similar stance), you must still stage it as a GENUINELY NEW, DISTINCT SHOT — different camera angle, different limb placement, different body orientation and energy — and must NOT snap to or reproduce the source image's exact staging. The only things carried from @Image1 are the IDENTITY-LOCK traits (likeness, body, anatomy, palette, vibe, any mask/headless trait); the POSE is never among them. This rule wins over the source image and every other block. Choose one pose at random and render it as a dynamic, cinematic, badass moment. The rolled pose DEFINES the character's whole body INCLUDING the head angle, gaze direction, and facial expression, the stance, and the arm positions, and OVERRIDES any pose, head angle, or expression implied by the source image or any other block. Do NOT transplant the source image's head angle or expression onto the new body — the head re-poses with the action. The poses must be visibly distinct from one another — do not collapse every image to the same stance: 1. Mid-swing of the chosen weapon, body fully committed, head tracking the strike 2. Weapon raised in a commanding salute before battle, head high and resolute 3. Braced defensive stance behind a raised shield, head low and forward behind the guard 4. Lunging forward in a precise controlled attack, head leading the lunge, eyes locked on the target 5. Drawing the weapon mid-stride, cloak and gear in motion, head turned sharply ahead 6. Planted confident ready stance, weapon lowered, head turned to stare down the viewer 7. Mid-parry or counter, weapon deflecting an unseen strike, head reacting to the block 8. Loosing an arrow or executing a ranged shot at full draw, head sighting down the line (ranged subclass/build) 9. Standing victorious over a defeated foe's dropped weapon, head level and composed, unshaken — CAMERA / DYNAMISM (RANDOM) — Choose one camera treatment at random and apply it so the shot feels cinematic and powerful: 1. Subtle foreshortening — mild depth exaggeration, weapon or lead hand slightly closer to camera (safe for any pose) 2. Strong action foreshortening — a weapon, fist, or lunging limb thrust dramatically toward the camera, exaggerated scale, peak-moment impact (use ONLY with an active/attacking pose; if the rolled pose is calm or balanced, fall back to option 1) 3. Low hero angle — camera near ground looking up, character towering and monumental against the sky 4. Dramatic Dutch tilt — angled horizon for kinetic instability and tension 5. Sweeping wide cinematic framing — character smaller in frame, environment scale amplified, epic establishing-shot energy — COMPOSITION — Solo composition by default — a single character, no other figures, framed to make the character look powerful and striking. EXCEPTION: if the active subclass inherently implies a companion, mount, or manifested entity (e.g. Echo Knight's spectral echo, Cavalier's steed), it may appear, but the @Image1 character must remain the clear focal point. Three-quarter view by default, overridden by the rolled CAMERA / DYNAMISM treatment. 16:9 landscape aspect ratio, composed as splash art / key-visual suitable for use as a wallpaper or background. Strong silhouette clarity, cinematic depth. — ENVIRONMENT (USER-LOCKED OR 1D12 ROLL) — - If {ENVIRONMENT} names a specific setting, use that exact setting/scene. - If {ENVIRONMENT} is blank, pick the setting by a RANDOM 1d12 roll with EQUAL probability — a true random choice, NOT a choice based on @Image1, the subclass, or what is most "fitting." The world exists independently of the character and their class; the character is an adventurer placed INTO this setting, the class does NOT change the setting's tone. Do NOT default to any one entry; every result 1-12 is equally likely. Roll 1d12: 1 = enchanted sunlit ancient forest, shafts of golden light through the canopy 2 = bustling high-fantasy market square in a vibrant city 3 = flower-blossomed alpine meadow under a clear blue sky 4 = moonlit shoreline of a crystal-clear lake, stars overhead 5 = soaring cliffside with cascading waterfalls and rainbow mist 6 = gleaming citadel of pale stone and banners atop a green hill 7 = luminous crystal cavern, jeweled walls casting prismatic light 8 = rolling vineyard or wheatfield countryside at golden hour 9 = snowy mountain peak under a brilliant aurora at night 10 = arched stone bridge over a wide river, lush valley beyond 11 = arcane sanctum or grand library lit by warm magical light 12 = tropical coastal cove at sunset, palms and turquoise water All settings are BEAUTIFUL high-fantasy locales — do NOT render any of them as destroyed, ruined, blighted, burnt, wasted, or post-apocalyptic. Night/dusk options (4, 9, 12) are atmospheric and beautiful, NOT dark/grim. The setting is the world the characters happen to be standing in; the character still gets to look epic within it, but the environment itself stays beautiful regardless of the character's class, subclass, or vibe. — STYLE (LOCKED) — Modern anime style, clean line art, soft cel-shading, high contrast lighting, dramatic rim lighting, sharp highlights, glowing accents in the eyes, highly detailed anime illustration, cinematic composition, crisp edges, 4k. Fully stylized, non-photorealistic. — NEGATIVE / AVOID — Do not lose the core identity of @Image1 (facial likeness, body, features, palette, vibe). Do NOT keep, adapt, restyle, or re-texture the original outfit — the garment is fully rebuilt as fantasy fighter attire/armor. Do NOT transplant or freeze the source image's head angle, gaze, or expression — the head re-poses with the new action while staying the same recognizable person. Do not make the character a generic stock knight with no trace of the source palette/vibe. Do not lock every Fighter into the same plate-and-longsword look. For feminine characters, do not produce non-functional "bikini armor" — revealing elements must be framed by real protective armor and never crude or explicit. Do not collapse every image to the same stance or head angle — the rolled pose must clearly vary and overrides any stance/head implied elsewhere. Do not change the locked class. Do not invent an off-list subclass. Do not add other figures unless the active subclass inherently implies one. Do not use a flat or static pose. Keep the result SFW, readable, and visually powerful. ..............................END OF PROMPT.................................. #AI #AiArt #Art #AnimeArt #DNDArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt
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