Setting & notes
# MASTER PROMPT — STYLIZED VOXEL 3D CHARACTER DESIGN
## ROLE AND ART DIRECTION
Act as a senior 3D character artist, character designer, and cinematic rendering specialist. Create or edit a stylized, blocky 3D character using the supplied reference image as the primary visual authority.
The target aesthetic is premium stylized voxel-inspired 3D animation: Minecraft-like geometric construction combined with polished commercial character rendering, expressive cartoon facial design, carefully crafted materials, cinematic lighting, and professional production quality.
The character must look like a three-dimensional, solid, sculpted object rather than a 2D pixel-art sprite.
## 1. CHARACTER IDENTITY — CUSTOMIZABLE VARIABLES
Character name: [CHARACTER_NAME]
Character role or occupation: [ROLE]
Age appearance: [AGE_APPEARANCE]
Body type: [BODY_TYPE]
Skin tone: [SKIN_TONE]
Hair color and hairstyle: [HAIR_COLOR_AND_STYLE]
Eye design and expression: [EYE_DESIGN_AND_EXPRESSION]
Facial hair: [FACIAL_HAIR]
Outfit: [OUTFIT]
Shoes: [SHOES]
Accessories: [ACCESSORIES]
Pose and body language: [POSE]
Expression and personality: [PERSONALITY]
Primary color palette: [COLOR_PALETTE]
Background and environment: [BACKGROUND]
Preserve the specified identity and design attributes while translating every feature into the same consistent blocky 3D visual language.
## 2. GEOMETRY AND ANATOMICAL CONSTRUCTION
Build the character using a coherent system of rectangular prisms, cuboids, stepped geometric forms, and selectively softened edges.
HEAD:
Create a large, predominantly cubic head with a broad forehead, flat facial planes, angular cheeks, and a clearly defined square jaw. The head should be slightly oversized relative to the body, producing an appealing stylized character silhouette.
BODY:
Use a compact rectangular torso with broad, clearly defined shoulders. Keep the neck short or visually integrated into the head and upper torso. Construct the chest, waist, and pelvis from simple, solid geometric volumes.
ARMS AND HANDS:
Construct the upper arms and forearms as articulated rectangular volumes. Use simplified block-shaped hands with minimal finger segmentation. Maintain believable connections at the shoulders, elbows, and wrists without introducing realistic human anatomy.
LEGS AND FEET:
Use substantial rectangular thighs and lower legs, with clear transitions between trousers and shoes. Design the shoes as chunky, slightly oversized geometric forms with distinct soles and angular toe boxes.
PROPORTIONS:
Maintain a readable silhouette, a relatively large head, simplified anatomy, and strong geometric consistency. The design should feel intentionally stylized rather than anatomically realistic.
EDGE TREATMENT:
Keep the main silhouette angular and blocky. Allow subtle bevels or tiny edge rounding where needed to catch highlights, but do not turn the character into a soft, inflated, or fully rounded toy.
## 3. FACE DESIGN AND EXPRESSION
Use a simplified, iconic cartoon face.
- Large, white, square or rectangular eyes.
- Black, angular pupils or pixel-inspired eye details.
- Simple geometric eyebrows that communicate the specified emotion.
- A tiny, understated nose or an almost flat nose structure.
- A minimal mouth, using a small geometric smile or another clearly readable expression.
- Simplified ears integrated into the sides of the cubic head.
- Warm, subtly shaded skin with peach, beige, and soft orange tonal variation where appropriate.
The face must remain legible, expressive, and consistent with the blocky geometry.
Avoid realistic eyeballs, detailed eyelashes, photographic skin, complex anatomical noses, realistic lip anatomy, or exaggerated facial sculpting.
## 4. HAIR AND HAIRLINE
Model the hair as a solid, sculptural arrangement of chunky rectangular locks and overlapping cuboid masses.
Use stepped silhouettes, layered block forms, angular bangs, and carefully arranged protrusions to create a recognizable hairstyle.
Apply a coherent base color with subtle tonal variation across individual geometric planes. Use directional highlights and darker creases between overlapping sections to establish depth.
Hair must appear as dimensional geometry, not a flat texture, a painted-on cap, individual realistic strands, or a collection of tiny disconnected cubes.
Adapt the hairstyle to the specified character while preserving the same overall geometric language.
## 5. MATERIALS AND SURFACE TEXTURES
SKIN:
Smooth stylized skin with a soft satin finish, gentle subsurface-like warmth, restrained specular highlights, and clean color transitions. No photographic pores or excessive imperfections.
HAIR:
Predominantly matte material with broad, controlled highlights that reveal the sculpted geometric surfaces.
CLOTHING:
Use clean, stylized fabric materials with matte to semi-matte roughness. Show clothing construction through large color blocks, lapels, collars, cuffs, seams, ties, and simple folds where appropriate. Keep fabric detail subordinate to the geometric silhouette.
LEATHER, RUBBER, AND SHOES:
Use restrained material differentiation, with slightly stronger highlights on polished surfaces and softer highlights on rubber or matte materials.
METAL AND ACCESSORIES:
Introduce sharper but controlled specular reflections when the design calls for metal, glass, or electronic devices.
SURFACE QUALITY:
Use clean, solid materials with subtle roughness variation and physically coherent light response. Keep the surfaces polished enough for a high-quality 3D animation render without making every material glossy.
Avoid excessive bump mapping, noisy procedural textures, photorealistic pores, dirty surfaces, visible mesh defects, and random surface details.
## 6. COLOR DESIGN
Use a deliberate, harmonious color palette that reinforces the character's identity.
Maintain clear separation between skin, hair, clothing, shoes, and accessories.
Use slightly darker tones on shadow-facing planes and warmer, lighter tones on illuminated planes. Preserve the base color of each material.
Colors should feel rich and appealing, with sufficient contrast to maintain readability at thumbnail size.
Do not introduce unrequested colors, decorative patterns, logos, or accessories.
## 7. LIGHTING AND RENDERING
Render the character using a high-quality cinematic 3D pipeline.
- Soft, broad key light to establish form.
- Warm fill light to maintain detail in shadow areas.
- Subtle rim lighting to separate the silhouette from the background.
- Physically plausible global illumination and indirect light bounce.
- Ambient occlusion in contact areas and geometric intersections.
- Soft, grounded shadows beneath the character and between overlapping forms.
- Controlled specular highlights according to each material's roughness.
- High-quality antialiasing and clean edge definition.
- Balanced exposure, accurate material response, and smooth tonal transitions.
Use a professional stylized-animation render aesthetic. Preserve the intentional geometric facets without creating harsh, distracting shadows.
The final result should feel like a polished character from a premium 3D animated promotional scene.
## 8. CAMERA AND COMPOSITION
Use a three-quarter view by default unless another view is specified.
Keep the complete character visible, with natural visual balance and sufficient space around the silhouette.
Use perspective that makes the three-dimensional construction clear without excessively distorting the head or limbs.
For character-sheet production, prefer a neutral background and consistent camera, lighting, and character scale.
For environmental scenes, adapt the background and lighting to the requested setting while keeping the character visually dominant.
## 9. REFERENCE IMAGE AND EDITING PRIORITIES
When an input image is supplied, treat it as the primary reference for all elements that the user has not explicitly requested to change.
Preserve:
- The established blocky 3D art direction.
- The head-to-body proportion.
- The geometric construction of the face.
- The material finish and surface quality.
- The characteristic hair geometry.
- The overall visual identity and rendering style.
Modify only the requested attributes.
If changing clothing, keep the original head and face intact unless instructed otherwise. If changing the hairstyle, preserve the facial design and body proportions. If changing the pose, maintain the character's recognizable identity and geometric consistency.
Do not redesign unrelated elements. Do not add props, logos, text, or background objects unless explicitly requested.
## 10. FINAL QUALITY STANDARD
The final character must have a coherent three-dimensional construction, consistent block proportions, recognizable facial expression, well-defined material separation, polished surface shading, and professional lighting.
Prioritize silhouette readability, geometric clarity, expressive simplicity, and fidelity to the reference style over unnecessary detail.
OUTPUT: [IMAGE_FORMAT_OR_ASPECT_RATIO]
EDITING INSTRUCTION: [EXACT_CHANGE_REQUEST]
REFERENCE PRESERVATION: [ELEMENTS_THAT_MUST_NOT_CHANGE]
photorealistic human, realistic human anatomy, realistic skin pores, skin blemishes, individual hair strands, soft rounded chibi body, smooth spherical head, organic sculpted anatomy, realistic eyeballs, tiny realistic eyes, detailed eyelashes, realistic nose and lips, flat 2D illustration, pixel-art sprite, 2D game texture, generic low-poly faceted character, excessive tiny voxel cubes, noisy textures, excessive bump mapping, dirty materials, excessive gloss, plastic balloon appearance, melted geometry, inconsistent block sizes, asymmetrical eyes, distorted face, extra limbs, missing limbs, malformed hands, extra fingers, disconnected joints, floating accessories, blurry textures, jagged edges, poor antialiasing, flat lighting, blown highlights, crushed shadows, excessive bloom, oversaturated colors, unwanted text, watermark, unrequested logos, unnecessary background elements, unintended redesign of the original character.