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Seedance

BRAX Heavy Fighter Full Character and Weapon Sheet 2.5D Cinematic Anime Design

Stylized 3DAtmosphereNeon

Prompt

Create a highly consistent cinematic 2.5D anime character and weapon sheet for an original heavy fighter named BRAX. CHARACTER IDENTITY: BRAX is a massive male industrial bruiser in his early 40s. He is approximately one full head taller and nearly twice as broad as the other fighters. He has a bald head, thick neck, heavy brow, small deep-set dark eyes, a broad flattened nose, rough stubble around the jaw and visible old scars across one eyebrow and the lower cheek. His build is extremely powerful but grounded: huge shoulders, thick forearms, heavy chest, strong abdomen, large hands and powerful legs. He must feel like a real heavyweight labourer and street fighter, not a bodybuilder or fantasy giant. His resting expression is cold and irritated. During combat he becomes explosive, breathes heavily and uses the hammer with full-body momentum. COSTUME: BRAX wears a dirty sleeveless dark-grey industrial work shirt with deep arm openings, a faded rust-brown work apron or heavy waist panel, loose dark work trousers, thick worn boots and a distinctive muted red cloth tied loosely around his neck. The red cloth must remain the main recognition accent and must not change shape or colour between views. Add restrained faded black tattoos across one shoulder and upper arm, using abstract original geometric markings with no readable symbols. His clothing should show wear, sweat-darkened fabric, dust and repaired seams without becoming post-apocalyptic fantasy armour. WEAPON: Include one large long-handled industrial sledgehammer as a permanent character asset. The hammer has: a heavy rectangular dark-steel head, visibly worn edges, a long reinforced wood-and-metal handle, dark grip wrapping around the lower section, realistic weight and scale, total length reaching approximately from the ground to BRAX’s upper chest when standing vertically. The hammer must remain identical in every view. It must never become an axe, mace, short hammer or fantasy weapon. STYLE: Grounded cinematic 2.5D anime action style with mature proportions, strong readable silhouette, controlled linework, painterly cel shading, subtle volumetric modelling, realistic skin and fabric texture, and premium animated-film quality. Maintain a handcrafted action-anime appearance. Avoid glossy videogame CGI, photorealistic live action, plastic skin, fantasy armour, supernatural effects, exaggerated comic-book muscles, cyberpunk styling or chibi anatomy. CHARACTER-SHEET LAYOUT: Create a wide 16:9 landscape character-and-prop sheet on a plain cool light-grey studio background. No ice room, no industrial location, no scenery, no text, no labels, no borders and no decorative layout graphics. Keep BRAX’s exact face, body scale, tattoos, costume, red neck cloth and hammer identical in every pose. Include: Large full-body front neutral view standing beside the vertical hammer. Full-body three-quarter view holding the hammer across his body. Full-body side profile showing his heavy torso and weapon proportions. Full-body back view showing shoulder tattoos, costume construction and hammer handle. Clear hammer prop views: full side view, front view of the steel head, three-quarter view, close view of the grip and handle connection. Head-and-shoulders expression row: cold neutral stare, irritated glare, teeth clenched during restraint, explosive exertion shout, stunned reaction after being struck across the face. Large combat-action poses: horizontal hammer preparation with both hands widely spaced along the handle, full horizontal swing driven by rotating hips, shoulders and rear foot, heavy overhead strike with the hammer raised above and slightly behind the head, one-knee recovery while gripping the fallen hammer, violent torso rotation used to throw attackers away, crawling forward on hands and knees while resisting an imagined rear choke, deep post-impact crouch after the hammer has struck the ground or ice, hammer head low and body leaning into the follow-through. Every pose must communicate realistic weapon weight. The arms should not move independently of the hips and shoulders. During swings, show planted feet, torso rotation, delayed hammer-head momentum and believable counterbalance. Ensure clean hands, correct hammer grip, consistent weapon length, natural joints and no duplicated limbs. Keep the entire character and weapon visible without cropping.

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