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jey jey ⚜️

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BRAX 헤비 파이터 전체 캐릭터 및 무기 시트 2.5D 시네마틱 애니메이션 디자인

3D 일러스트장면 분위기네온

프롬프트

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.

더 많은 영감

밤거리에서 마주 선 남녀, 고요한 호흡과 미세한 머리카락 움직임의 영화적 순간ASHES OF DAY 오프닝: 그을음과 재, 밀랍을 지워 드러나는 역서예거친 80년대 VHS: 빗자루를 혁신적 피트니스 기구로 열정적으로 판매하는 남자크림 니트 가디건과 데님을 입은 일본 젊은 여성의 차분한 일상 스타일1585년 노스캐롤라이나 해안: 패션 블로거의 핸드헬드 폰 브이로그
클레이 우주비행사가 미니 달 위를 떠다니며 알록달록 외계인 친구와 부드럽게 만나다황금빛 마른 풀에 반쯤 묻힌 동물 두개골과 노란색·파란색 야생화초사실적 유럽 여행 브이로그: 젊은 여성 크리에이터가 핸드헬드 카메라로 기록한 진짜 여행눈 덮인 산골 마을의 다크 소서리스|시네마틱 와이드 오프닝30초 시네마틱 로맨틱 단편: 도시 거리에서 서로를 깊이 바라보는 젊은 커플
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