Image de référence
Qualité
Résolution
Durée
Audio natif
Description
[SKIN — MAIN CHARACTER ONLY] The blonde-haired main character's face MUST retain authentic CGI 3D game-cinematic texture — clearly visible pore texture, natural skin tone variation, defined jawline and cheekbone contour, matching the exact rendering fidelity of the reference image. Reject beauty-filter-grade smoothing. Reject porcelain-skin effect. His identity, face, hairstyle, and outfit locked to the reference image throughout. [CHIBI CHARACTER — SEPARATE STYLE] The chibi figure sitting on his shoulder keeps its exact stylized chibi-doll aesthetic from the reference image — large expressive eyes, small proportioned toy-like body, smooth stylized non-photoreal skin appropriate to chibi design. Do NOT apply photoreal skin texture to the chibi. Its identity (hair, outfit, face design) locked to the reference image. [CAMERA — MATCH REFERENCE, REAL OPERATOR] Tight close-up matching reference framing exactly: main character's face dominant on the right, chibi perched on his shoulder on the left, dark wood-paneled background with framed painting. Camera stays fixed at this exact angle and distance throughout — no zoom, no angle change. Handheld operator feel, subtle natural sway from breathing, NOT robotic-smooth. No motion blur on the main character's face. [EXPRESSION — COLD ANGER, NO SMILE] His expression carries cold, controlled anger — not explosive or expressive, but a quiet, restrained irritation held tightly beneath a composed surface. No smile anywhere in this sequence. Jaw tightens subtly, brow lowers slightly with tension. [EYE MOVEMENT — MANDATORY] His eyes narrow slowly and deliberately into a sharp, cold squint — the controlled tightening of someone suppressing anger rather than expressing it openly, a hard, level, faintly dangerous glint. Natural micro-saccades remain even within the narrowed gaze. He then turns his head smoothly and naturally back to face forward, settling into the exact same angle as the reference image — eyes leading the motion slightly ahead of the head. Once facing forward, his gaze lowers, shifting down toward the table, head tilting slightly to follow, settling into a calm but still faintly cold, lowered focus. Occasional natural blink throughout, never frozen or glassy. [CORE ACTION] 0.0–1.5s: His eyes narrow into the cold, angry squint, brow tensing subtly, jaw tightening slightly — a slow, controlled, restrained motion, not sudden or exaggerated. Head remains mostly still during this narrowing, weight and tension held in the face. 1.5–2.8s: His head turns smoothly and naturally back to face forward, returning precisely to the same angle and framing as the reference image, expression still cold but slightly softening from the sharpest point of the squint. 2.8–4.0s: His gaze lowers, eyes shifting down toward the table, head tilting slightly down to follow — calm, composed, still faintly cold, no smile at any point throughout the entire 4 seconds. [CHIBI — NATURAL DIALOGUE] 0.0–4.0s (throughout): The chibi on his shoulder maintains a pouty, sulky posture — arms crossed, small body shifting slightly with a natural, huffy sway, weight settling realistically on the shoulder with each small movement. It speaks with a cute but genuinely annoyed tone, natural mouth movement synced to the words, small expressive head tilts landing on emphasized words like a real speaker, saying (中文对白): "平时怎么没见你这么聪明过" — brows furrowed in natural mock frustration, cheeks slightly puffed, large eyes blinking naturally and shifting expression as it speaks, not static or frozen. [LIGHTING & ENVIRONMENT] Warm, dim ambient lighting typical of the dark wood-paneled room, soft directional highlight across the main character's face, framed painting and window softly visible in the background, consistent with the reference image. [COLOR/COMPOSITION] Warm, moody interior palette, shallow depth of field keeping the main character and chibi sharp while the background stays softly blurred, composition returning to the exact reference framing by the end of the head movement. [RENDER STYLE] High-end 3D animation, feature film quality, photoreal CGI game-cinematic render (UE5-level detail) for the main character, paired with a consistent stylized 3D chibi-figure render for the smaller character — both high quality but in their distinct styles as shown in the reference image. [NEGATIVE PROMPT] Over-smoothed plastic skin on the main character, beauty filter effect, flat 2D anime lines on the main character, uncanny-valley stare, dead/glassy doll eyes, frozen pupils, static unblinking stare, photoreal skin texture applied to the chibi, any smile on the main character, robotic camera movement, floating camera, camera zoom/angle change, blurry face, motion ghosting on face, face identity drift, warped hands, extra fingers, lip-sync mismatch, static/frozen chibi expression, text/subtitle overlay. [HARD RULES] No background music — ambient sound only (faint fabric rustle, soft breathing). No motion blur on the main character's face. 16:9 aspect ratio. Camera angle locked exactly to reference image — head must return to this exact angle after the eye-narrowing beat, no zoom. Main character, chibi, outfits, and background locked to reference image. Duration: 4 seconds.
