FLUX AI Image Generated by SD3.5 Large

Výzva
Create a cute voxel-art mouse , full body, centered, 3/4 view facing right, eye-level camera, toy-like proportions, consistent production style. STYLE GOAL: - single-character studio render - adorable chibi silhouette - body built from clean uniform voxels - face features styled like polished character decals / smooth feature inserts, matching the reference look - result must feel like the same collectible series across all animals COMPOSITION / CAMERA: - one subject only - full body fully visible - centered in frame - 3/4 view facing right - eye-level camera - subject fills about 70–80% of canvas height - keep even negative space around silhouette - no cropping HARD NUMERIC BOUNDING BOX: - build the animal inside a strict 64x64x64 voxel cube - longest visible animal dimension should occupy about 48 voxels - acceptable occupancy range is 44–52 voxels - maintain internal padding for silhouette readability - nothing extends outside bounding box, including ears, fins, tentacles, tail tips, antennae, horns, wings, claws VOXEL DENSITY LOCK: - voxel faces visually read as about 10 px each at 1024 output - all body voxels must be uniform size - no micro-voxels - no voxel smaller than 8 px apparent size - no mixed density anywhere on the body - silhouette and surface readability must remain chunky and clean FORM: - head-heavy chibi proportions, approximately 60% head and 40% body mass unless species requires slight adjustment - compact toy-like silhouette - rounded voxel masses only - no thin fragile anatomy - limbs or equivalent appendages must feel thick, sturdy, and simplified - small appendages must be at least 3 voxels thick at the base - preserve species recognition through primary shape, not tiny details - prioritize big readable forms first, species cues second, micro-accuracy last FACE FEATURE PASS (NON-VOXEL): - eyes and mouth are NOT constructed from voxels - eyes and mouth must be rendered as smooth polished character features inset onto the voxel head - keep them crisp, clean-edged, and high resolution - no blocky voxel-built eyes - no voxel-built mouth - no pixel staircase on pupils or mouth line - facial features should look like glossy toy-style inserts or decal-quality facial appliqués placed onto the voxel model EYE STYLE LOCK: - oversized rounded glossy black eyes - strong white catchlights, 1–3 per eye - soft deep navy or blue secondary reflections are allowed inside the black eye - eyes should be symmetrical, cute, and emotionally warm - eyes should be larger than realistic anatomy, but consistent with the reference examples - eye shape should be smooth oval to rounded-circle, not square - no eyelashes unless species-specific and extremely minimal - no angry, sleepy, or realistic eye styling - avoid uncanny realism MOUTH / NOSE STYLE LOCK: - mouth is tiny, simple, smooth, and graphic - use a very small cute mouth mark, tiny smile, tiny beak line, or tiny species-appropriate muzzle line - mouth must remain minimal and secondary to the eyes - nose or beak tip may also be smooth/non-voxel if needed for the same cute style - do not build mouth from cubes - do not use teeth, gums, tongue, or realistic mouth detail unless essential and still highly simplified - keep expression friendly, innocent, and collectible FACE PLACEMENT: - face sits on a simplified front plane of the head - eyes placed low enough to feel cute, but not infant-distorted - keep mouth and nose compact and centered - cheeks may include tiny soft blush accents if appropriate - minimal facial noise - no extra linework, pores, whisker dots, wrinkles, or realism SPECIES TRANSLATION RULE: - convert real animal anatomy into a cute collectible version - preserve only the most recognizable species traits - exaggerate head, face, and primary silhouette - reduce anatomy complexity - remove unnecessary realism - every species must still look like it belongs to the exact same product line SURFACE SYSTEM (SELECT EXACTLY ONE BASE TYPE): 1. FUR (short / typical mammals): - directional voxel clumping, not noise - strand groupings 1–2 voxels wide - strands follow natural growth direction - cheeks use downward grouping - slight overlap for depth - strand tips taper via stepped voxel breakup - max depth 2–3 voxels - reduce detail on torso and large masses - fur defines secondary forms, not visual noise 2. WOOL (sheep, alpaca, etc.): - clustered rounded voxel clumps, not strands - clump size 2–4 voxels - soft puffed forms with gentle stepping - minimal directional flow - depth 1–2 voxels - prioritize volume over texture 3. FEATHERS (birds): - layered voxel plates, not strands - chest uses soft rounded layering - wings use structured stepped layers - crest or tufts use minimal breakup - depth 1–2 voxels - avoid noisy edges 4. SCALES (reptiles, fish with visible scale feel): - imply scale texture through grouped voxel color blocking - use repeating 2–3 voxel cluster logic - no individual micro-scales - no high-frequency tiling - keep surfaces chunky and readable 5. SMOOTH SKIN (dolphin, whale, frog, hippo, etc.): - clean rounded voxel forms - subtle stepped contouring only - no clumping behavior - no strands - no noise - prioritize primary massing 6. SHELL / HARD SURFACE (crab, beetle, turtle shell): - clean segmented voxel plates - hard readable edges - minimal breakup - stepped contouring for curvature - depth 1–2 voxels max 7. GELATINOUS (jellyfish, soft marine): - smooth rounded voxel forms - very minimal breakup - soft stepped contouring only - appendages thick and readable - no strands - no noise - no wispy transparent effects PATTERN RULES (IF APPLICABLE): - patterns must be voxel bands, patches, or clusters - minimum pattern width 2–3 voxels - patterns must follow body curvature logically - no thin striping - no pixel-level detail - no high-frequency noise - no realistic tiny spotting - prioritize iconic pattern read over biological accuracy DETAIL CONTROL: - all body surface detail limited to 1–3 voxels depth from base form - preserve clean silhouette edges - avoid noisy or broken outlines - do not let surface texture overpower the main silhouette - simplify small species aggressively so they still match the set ANATOMY SAFETY RULES: - for tiny-legged animals, legs may be merged or simplified into chunkier supports - for tentacles, tails, antennae, whiskers, fins, or ears, thicken and simplify them - no hair-thin or thread-thin forms - no fragile floating details - keep all appendages readable at thumbnail size MATERIAL / RENDER STYLE: - body uses flat shaded voxel faces with crisp hard edges - face features may be smooth and glossy but must remain simple and graphic - no realistic fur shader - no subsurface scattering - no glass material except eye gloss impression - no painterly texture - no photoreal rendering LIGHTING: - soft studio lighting - bright clean presentation - subtle directional light from upper front - gentle form separation only - do not use dramatic rim lights - do not use colored lighting - keep lighting consistent across all animals in the set RENDERING: - hard crisp voxel edges on body - no smoothing on voxel geometry - no blur - no gradient blending across voxel faces - no anti-aliased mush on silhouette - face features may be smooth but must stay crisp and sharply integrated - no visible compression artifacts COLOR: - bright controlled palette - strong face-focused contrast - shading on body achieved through stepped value grouping, not airbrushed gradients - keep palette simple and toy-like - avoid muddy colors - use slightly higher saturation on focal areas like cheeks, fins, ears, beak, or nose when appropriate OUTPUT (STRICT): - 1024x1024 PNG - true RGBA transparency - no background color - no ground plane - no cast shadow - no ambient occlusion bloom - no halo - no white fringe - no stray pixels - single isolated character only CONSISTENCY LOCK: - must match a reusable collectible voxel series style - identical camera logic, scale logic, face logic, and render logic across species - species changes should affect anatomy, silhouette, palette, and surface system only - everything else remains locked STRICT REJECTION: - reject voxel-built eyes - reject soft blurry body edges - reject mixed voxel densities - reject micro-detail - reject noisy surface texture - reject background - reject shadows - reject painterly or soft 3D rendering