Character sheets with MiniMax-H3: prompt, references and result
Browse files- .gitattributes +6 -0
- README.md +137 -0
- examples/reference_1_front.png +3 -0
- examples/reference_2_three_quarter.png +3 -0
- examples/reference_3_back.png +3 -0
- examples/reference_4_closeup_upper.png +3 -0
- examples/reference_5_closeup_lower.png +3 -0
- examples/result_character_sheet.png +3 -0
- prompt_character_sheet.txt +129 -0
.gitattributes
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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examples/reference_1_front.png filter=lfs diff=lfs merge=lfs -text
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examples/reference_2_three_quarter.png filter=lfs diff=lfs merge=lfs -text
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examples/reference_3_back.png filter=lfs diff=lfs merge=lfs -text
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examples/reference_4_closeup_upper.png filter=lfs diff=lfs merge=lfs -text
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examples/reference_5_closeup_lower.png filter=lfs diff=lfs merge=lfs -text
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examples/result_character_sheet.png filter=lfs diff=lfs merge=lfs -text
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README.md
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@@ -0,0 +1,137 @@
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| 1 |
+
---
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| 2 |
+
license: apache-2.0
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| 3 |
+
tags:
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| 4 |
+
- minimax-h3
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| 5 |
+
- hailuo
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| 6 |
+
- character-sheet
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| 7 |
+
- reference-sheet
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| 8 |
+
- turnaround
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| 9 |
+
- comfyui
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| 10 |
+
- prompt
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| 11 |
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language:
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| 12 |
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- en
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| 13 |
+
---
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| 14 |
+
|
| 15 |
+
# Character Sheets with MiniMax-H3
|
| 16 |
+
|
| 17 |
+
**A prompt that turns a handful of reference photos into a clean 8-panel character sheet — angles on
|
| 18 |
+
top, detail close-ups underneath — in a single 5-frame generation.**
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| 19 |
+
|
| 20 |
+
H3 is a video model, but it does not have to be used as one. Ask it for a *frozen* frame and it will
|
| 21 |
+
happily lay out a reference sheet for you. Five frames is the node minimum, which is about 0.2
|
| 22 |
+
seconds of video, so this costs a fraction of a normal clip. Export any frame and that frame is your
|
| 23 |
+
sheet.
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| 24 |
+
|
| 25 |
+
The sheet is not a piece of concept art. It is a **documentation sheet of a design you already have**:
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| 26 |
+
the same object, from angles you do not have yet, on a neutral backdrop, at a consistent scale and
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| 27 |
+
under consistent light. That is exactly what you need to feed back into image-to-video work, where
|
| 28 |
+
identity drift between shots is the usual problem.
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| 29 |
+
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| 30 |
+

|
| 31 |
+
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| 32 |
+
## What went in
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| 33 |
+
|
| 34 |
+
Five reference images of one armour set — three full views and two close-ups:
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| 35 |
+
|
| 36 |
+
| | |
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| 37 |
+
|---|---|
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| 38 |
+
|  |  |
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| 39 |
+
| front | three-quarter |
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| 40 |
+
|  |  |
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| 41 |
+
| back | close-up, upper |
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| 42 |
+
|  | |
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| 43 |
+
| close-up, lower | |
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| 44 |
+
|
| 45 |
+
Note there is **no side view among them**. The strict profile in panel 3 of the sheet is constructed
|
| 46 |
+
by the model from the views that do exist.
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| 47 |
+
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| 48 |
+
## What came out
|
| 49 |
+
|
| 50 |
+
Eight panels in two rows.
|
| 51 |
+
|
| 52 |
+
**Top row, four full views:** front · three-quarter · strict side profile · back. Same scale, same
|
| 53 |
+
height, same camera distance, same light. Only the angle changes.
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| 54 |
+
|
| 55 |
+
**Bottom row, four close-ups:** head and shoulders · chest and waist · arm and hand · leg and foot.
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| 56 |
+
Each area appears once, shot straight on.
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| 57 |
+
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| 58 |
+
## Settings
|
| 59 |
+
|
| 60 |
+
```
|
| 61 |
+
mode Ref2VA
|
| 62 |
+
length 5 frames (node minimum; 5 % 17 == 5, valid without padding)
|
| 63 |
+
resolution 1024 x 1024 (1.05 MP; H3's native canvas is a 768 short edge, so this is
|
| 64 |
+
slightly above it and still behaves)
|
| 65 |
+
ref_image_size max (2048 short edge — keeps fine engraving readable; slower,
|
| 66 |
+
because reference tokens ride through every sampling step)
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| 67 |
+
sampler res_multistep
|
| 68 |
+
scheduler simple
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| 69 |
+
steps 20
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| 70 |
+
guider BasicGuider (H3 weights are CFG-distilled, there is no negative prompt field)
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| 71 |
+
```
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| 72 |
+
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| 73 |
+
Because there is no negative prompt path, **every constraint is written as prose inside the positive
|
| 74 |
+
text**. This matches MiniMax's own official ComfyUI templates, which end with lines like
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| 75 |
+
`No text, subtitles, logos or watermarks of any kind`.
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| 76 |
+
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| 77 |
+
## The prompt
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| 78 |
+
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| 79 |
+
Full text in [`prompt_character_sheet.txt`](prompt_character_sheet.txt). It follows the six-section
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| 80 |
+
Ref2VA format from MiniMax's official rewrite guide: `subject_definitions` · `summary` ·
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| 81 |
+
`retention_analysis` · `detailed_description` · `overall_soundscape` · `non_diegetic_music`.
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| 82 |
+
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| 83 |
+
Three things in it do the heavy lifting.
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| 84 |
+
|
| 85 |
+
**1. Take it as it is.** A block stating that every plate, strap, buckle, spike, colour and finish
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| 86 |
+
keeps exactly what it has in the references, that nothing is redesigned, simplified, tidied,
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| 87 |
+
embellished or improved, and that this is documentation of an existing design rather than a new one.
|
| 88 |
+
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| 89 |
+
**2. A black mannequin instead of a wearer.**
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| 90 |
+
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| 91 |
+
> The subject is worn on a PLAIN MATTE BLACK MANNEQUIN: a featureless display figure of uniform flat
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| 92 |
+
> black with no face, no eyes, no mouth, no hair, no skin texture, no visible seams and no joints,
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| 93 |
+
> smooth and completely non-reflective, present only to hold the armour in its proper shape.
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| 94 |
+
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| 95 |
+
Without this the model invents a wearer, and that invented face is slightly different in every
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| 96 |
+
panel — which defeats the entire point of a reference sheet. With it, wherever the armour leaves the
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| 97 |
+
body open you get flat black instead of skin, and the panels finally agree with each other.
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| 98 |
+
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| 99 |
+
**3. Every panel named, and named as distinct.** Early runs produced two identical head crops and two
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| 100 |
+
identical leg crops, because only two close-up references existed and the model simply repeated them.
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| 101 |
+
Naming the four areas explicitly and stating that each appears once and none repeats another fixed it.
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| 102 |
+
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| 103 |
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## Making it your own
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| 104 |
+
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| 105 |
+
The prompt is written to be subject-agnostic. `<Subject 1>` is defined only as *the subject shown
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| 106 |
+
across the reference images* — no colours, no materials, nothing that could contradict what the model
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| 107 |
+
can already see in your photos. Swap the references and it works on a different armour set with no
|
| 108 |
+
edits at all.
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| 109 |
+
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| 110 |
+
For **mounts and vehicles**, delete the A-pose line.
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| 111 |
+
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| 112 |
+
For **weapons**, keep the top row and rename the bottom four crops to the parts that carry the
|
| 113 |
+
identity — grip, guard, blade, pommel.
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| 114 |
+
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| 115 |
+
For **characters**, drop the mannequin block and let the person be the subject; keep everything else.
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| 116 |
+
|
| 117 |
+
For a **turnaround video** instead of a sheet — a slow full rotation on a neutral backdrop, from
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| 118 |
+
which you pull full-resolution frames — the same approach works with the panel layout removed. That
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| 119 |
+
gives you every angle at the full frame size rather than a quarter of it, at the cost of a real clip
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| 120 |
+
instead of five frames.
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| 121 |
+
|
| 122 |
+
## Notes from the runs
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| 123 |
+
|
| 124 |
+
- **Panel 3 first came out as a second three-quarter.** Writing *strict profile at exactly 90 degrees,
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| 125 |
+
the far arm and far leg hidden behind the near ones, the face seen edge-on* fixed it.
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| 126 |
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- **Close-ups came out doubled** until each was named and declared distinct.
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| 127 |
+
- **The invented wearer's face drifted between panels** until the mannequin replaced it.
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| 128 |
+
- A grid layout is a known weak spot for video models — panels bleed into each other. The bans on
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| 129 |
+
repeated panels, overlapping panels, tilted panels and panel drop-shadows are there for that reason,
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| 130 |
+
and the composition is declared a frozen frame where every frame is identical to the first.
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| 131 |
+
|
| 132 |
+
## Credit
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| 133 |
+
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| 134 |
+
Reference armour renders are in-game captures from Diablo IV, used here purely as input photographs
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| 135 |
+
to demonstrate the technique.
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| 136 |
+
|
| 137 |
+
A ComfyUI workflow is work in progress and will be added here.
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examples/reference_1_front.png
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Git LFS Details
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examples/reference_2_three_quarter.png
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Git LFS Details
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examples/reference_3_back.png
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Git LFS Details
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examples/reference_4_closeup_upper.png
ADDED
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Git LFS Details
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examples/reference_5_closeup_lower.png
ADDED
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Git LFS Details
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examples/result_character_sheet.png
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Git LFS Details
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prompt_character_sheet.txt
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| 1 |
+
REFERENCE / DATA SHEET — assembled FROM the reference images
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| 2 |
+
Universal: armour · mount · weapon · character
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| 3 |
+
Mode: Ref2VA · ref_image_size: max · LENGTH = 5 FRAMES (the node minimum, 5 % 17 == 5, so it is
|
| 4 |
+
valid without padding). Five frames at 24 fps is 0.2 s - effectively a still. Export any frame and
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| 5 |
+
that frame IS the sheet. Costs a fraction of a normal clip.
|
| 6 |
+
|
| 7 |
+
The model is not inventing new angles here - it is LAYING OUT what the reference images already
|
| 8 |
+
contain: the full views and the close-ups on the main parts.
|
| 9 |
+
|
| 10 |
+
Canvas: 1920x1080 gives the top row 480x648 per panel and the bottom row 480x432 per crop.
|
| 11 |
+
1024x1024 is tighter - use it only if you accept smaller crops.
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| 12 |
+
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| 13 |
+
================================================================================
|
| 14 |
+
|
| 15 |
+
subject_definitions:
|
| 16 |
+
<Subject 1> is ONE single subject, shown across all the reference images from different angles and in
|
| 17 |
+
different close-ups. They are all the same subject - not several different designs - and nothing is
|
| 18 |
+
combined or mixed between them. Its every part, fitting, ornament, colour and material is exactly as
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| 19 |
+
it appears there. Only the subject itself is taken from those images: not their backgrounds, not
|
| 20 |
+
their lighting, and not any other object or person visible in them.
|
| 21 |
+
|
| 22 |
+
summary:
|
| 23 |
+
[reference generation] The target video is a single still frame: a reference data sheet that
|
| 24 |
+
lays out <Subject 1> as it appears across <Picture 1> to <Picture 5> - full views along the top and
|
| 25 |
+
close-ups of the main parts along the bottom - against a neutral studio backdrop. The composition
|
| 26 |
+
does not change for the length of the clip, so one frame can be exported and used as a reference
|
| 27 |
+
sheet.
|
| 28 |
+
|
| 29 |
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retention_analysis:
|
| 30 |
+
<Picture 1>: fully_preserved - the shapes, colours, materials and ornament of the subject are retained.
|
| 31 |
+
<Picture 2>: fully_preserved - the shapes, colours, materials and ornament of the subject are retained.
|
| 32 |
+
<Picture 3>: fully_preserved - the shapes, colours, materials and ornament of the subject are retained.
|
| 33 |
+
<Picture 4>: fully_preserved - the shapes, colours, materials and ornament of the subject are retained.
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| 34 |
+
<Picture 5>: fully_preserved - the shapes, colours, materials and ornament of the subject are retained.
|
| 35 |
+
|
| 36 |
+
detailed_description:
|
| 37 |
+
The target video is a STILL IMAGE - a frozen reference data sheet in flat product-photography style, with no motion of any kind from the first frame to the last: a seamless
|
| 38 |
+
neutral mid-grey background, soft even studio light from the front and both sides so every surface
|
| 39 |
+
is readable and nothing falls into black shadow, neutral accurate colour, no colour cast, no
|
| 40 |
+
stylised grading, no environment of any kind.
|
| 41 |
+
|
| 42 |
+
WHAT IS TAKEN FROM THE REFERENCE IMAGES: the subject exactly as it already is. Every plate, panel,
|
| 43 |
+
strap, buckle, spike, horn, edge, seam, layer and attachment keeps the shape, size and position it
|
| 44 |
+
has there. Every colour, metal, cloth, leather, scale, gem and glow keeps its exact hue and finish.
|
| 45 |
+
The proportions and the silhouette are the same. Nothing is redesigned, restyled, simplified,
|
| 46 |
+
tidied, embellished, modernised or improved, nothing is added that is not on the references and
|
| 47 |
+
nothing on them is left out. This is a documentation sheet of an existing design, not a new one.
|
| 48 |
+
|
| 49 |
+
THE ONLY DIFFERENCE FROM THE REFERENCE IMAGES is who is wearing it: the subject is worn on a PLAIN
|
| 50 |
+
MATTE BLACK MANNEQUIN: a featureless display figure of uniform flat
|
| 51 |
+
black with no face, no eyes, no mouth, no hair, no skin texture, no visible seams and no joints,
|
| 52 |
+
smooth and completely non-reflective, present only to hold the armour in its proper shape. No actor,
|
| 53 |
+
no model and no person of any kind appears in the sheet. Wherever the armour leaves the body open,
|
| 54 |
+
what shows underneath is the flat black mannequin surface, never skin.
|
| 55 |
+
|
| 56 |
+
[Shot 1] The frame is a grid of panels on that grey background, separated by thin even neutral-grey
|
| 57 |
+
gutters of equal width, with a matching margin around the outside. Every panel is a plain rectangle,
|
| 58 |
+
flat to the camera, with no tilt, no perspective and no drop shadow.
|
| 59 |
+
|
| 60 |
+
TOP ROW - FOUR FULL VIEWS, equal panels side by side, the whole subject in each, shown at exactly
|
| 61 |
+
the same scale, at the same height, upright and level, centred in its own panel, lit identically,
|
| 62 |
+
photographed from the same camera height and distance. Only the viewing angle differs:
|
| 63 |
+
1 - FRONT, facing the camera straight on
|
| 64 |
+
2 - THREE-QUARTER, turned 45 degrees to its own right
|
| 65 |
+
3 - SIDE, a STRICT profile at exactly 90 degrees: the camera sees only one side of the subject,
|
| 66 |
+
the far arm and far leg are hidden behind the near ones, and the face, if any, is seen edge-on
|
| 67 |
+
with the nose in silhouette. This panel must be clearly different from panel 2, not a second
|
| 68 |
+
three-quarter view.
|
| 69 |
+
4 - BACK, seen from directly behind
|
| 70 |
+
|
| 71 |
+
BOTTOM ROW - FOUR CLOSE-UPS, equal panels side by side, each a tight crop on one main area of the
|
| 72 |
+
same subject, filling its panel, on the same grey background and in the same light. The four areas
|
| 73 |
+
are DIFFERENT from each other and each appears ONCE. No two of these panels show the same area, the
|
| 74 |
+
same framing or the same crop, and none of them repeats another:
|
| 75 |
+
5 - HEAD AND SHOULDERS: the headpiece, the black mannequin head inside it, the neck and the
|
| 76 |
+
collar, front-on.
|
| 77 |
+
6 - CHEST AND WAIST: the torso plate, the belt line and what sits on it, front-on. No head in frame.
|
| 78 |
+
7 - ARM AND HAND: one whole arm from shoulder to fingertips, with the hand open and clearly visible.
|
| 79 |
+
8 - LEG AND FOOT: one whole leg from hip to the ground, with the foot clearly visible.
|
| 80 |
+
Any angle or crop that the reference images do not already contain is built from the ones that do,
|
| 81 |
+
keeping the same silhouette, plate shapes, layering and proportions.
|
| 82 |
+
Each close-up is shot STRAIGHT ON, square to that part of the subject, filling its panel, large and
|
| 83 |
+
readable, with no tilt and no oblique angle. The head close-up faces the camera front-on, not turned
|
| 84 |
+
to the side. Each crop is cleanly framed on its area and is not cut through at an odd angle.
|
| 85 |
+
|
| 86 |
+
It is one and the same subject in every panel, top row and bottom row alike, with the same colours,
|
| 87 |
+
materials, proportions, ornament and number of parts. Nothing is added, removed, redesigned or
|
| 88 |
+
restyled between panels; the back view belongs to the same object as the front view, and each
|
| 89 |
+
close-up belongs to the same object as the full views.
|
| 90 |
+
|
| 91 |
+
POSE - in the four full views the mannequin stands in a relaxed A-pose,
|
| 92 |
+
feet shoulder width apart, arms held slightly away from the body with open hands and separated
|
| 93 |
+
fingers, head level and facing along the body, the same pose in all four.
|
| 94 |
+
|
| 95 |
+
This is a FROZEN FRAME. Nothing moves at all. The camera holds a static shot and does not move,
|
| 96 |
+
zoom, tilt, shake or drift. The panels do not slide, resize, reorder, cross-fade or animate. The
|
| 97 |
+
subject does not move, turn, gesture, breathe or change pose inside any panel. Any glowing or
|
| 98 |
+
burning parts hold a constant even glow without flaring or flickering. Every frame is identical to
|
| 99 |
+
the first: the shot reads as a single photograph, not as a video.
|
| 100 |
+
|
| 101 |
+
No text, letters, numbers, captions, labels, titles, arrows, callouts, measurement lines, colour
|
| 102 |
+
swatches, logos or watermarks of any kind anywhere in the frame or in the gutters, no second copy of
|
| 103 |
+
the subject inside a panel, no repeated panel, no two panels showing the same area or the same crop,
|
| 104 |
+
no extra panels, no empty panels, no overlapping panels, no other object
|
| 105 |
+
or person, no actor, no human face, no eyes, no visible skin, no hair, no environment, no floor pattern, no cast shadow on the background, no camera movement,
|
| 106 |
+
no cuts, no fades, no dissolves, no motion blur, no depth-of-field blur, no stylised or cartoon
|
| 107 |
+
rendering, no dramatic or coloured lighting, no lens flare, no smoke or atmosphere.
|
| 108 |
+
|
| 109 |
+
overall_soundscape:
|
| 110 |
+
Silence.
|
| 111 |
+
|
| 112 |
+
non_diegetic_music: N/A
|
| 113 |
+
|
| 114 |
+
--- NOTES AFTER FIRST RUN (2026-08-10) ---
|
| 115 |
+
Worked first try: 8 panels, grey background, no text, one subject throughout, top row and bottom row
|
| 116 |
+
both correct in content. Two things to watch:
|
| 117 |
+
- panel 3 came out as a second three-quarter instead of a true profile -> the STRICT profile
|
| 118 |
+
wording above was added for that.
|
| 119 |
+
- the head close-up came out turned rather than front-on -> the straight-on wording was added.
|
| 120 |
+
If the subject is an armour set with no chosen wearer, add to <Subject 1>: "worn on a neutral figure
|
| 121 |
+
whose face is not the subject of this sheet" - otherwise the model invents a face and it will differ
|
| 122 |
+
between panels.
|
| 123 |
+
|
| 124 |
+
--- NOTES AFTER SECOND RUN ---
|
| 125 |
+
Top row correct: front, three-quarter, TRUE side profile, back. The "constructed profile" wording
|
| 126 |
+
fixed panel 3.
|
| 127 |
+
Bottom row came out doubled - two identical head crops and two identical leg crops - because only
|
| 128 |
+
two close-up references exist. Fixed by naming the four areas explicitly and saying each appears
|
| 129 |
+
once and none repeats another.
|