MASTERPIECE, hyper-realistic cinematic 8K HDR sci-fi progression fantasy CAD tournament key art.
16:9
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FINAL IMAGE FORMAT โ ABSOLUTE
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Create ONE single cinematic CAD combat action artwork.
Do NOT create a character reference sheet, turnaround, profile sheet, design board, fashion sheet, infographic, static stat sheet, front/side/back lineup, expression grid, detail panel, color palette panel, or copied reference-sheet layout.
Use
@image1
ONLY for character identity: face, facial structure, eyes, hairstyle, hair color, body proportions, recognizable identity, emotional presence, personality, color palette, outfit motifs, and compatible accessories as design inspiration.
@image1
does NOT control: final layout, panels, turnarounds, boxes, typography, borders, text placement, static pose, or character-sheet composition.
The final image must be a dynamic CAD tournament combat poster: one large action scene, one main character in motion, futuristic academy arena, dramatic low-angle camera, deep perspective, weapon/energy reaching the viewer, shattered floor, sparks, debris, HUD fragments, active CAD breakthrough, character filling most of the frame.
Any identity/stat panel must be a small transparent futuristic HUD overlay inside the arena. It must never dominate, divide the image, or become a stat/reference sheet.
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PRIMARY TRANSFORMATION
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Transform the character from
@image1
into an original Warformed: Stormweaver-inspired CAD User in a futuristic military academy combat tournament.
This is not a simple outfit swap, normal armor costume, or new character inspired by
@image1
. The character in
@image1
must become the CAD User.
Reference image controls identity. This prompt controls transformation, CAD armor, weapon, ability, rank logic, HUD, and scene. If
@image1
conflicts with CAD rules, CAD rules ALWAYS win.
The final artwork must clearly communicate: โsame character from
@image1
, transformed into an elite CAD User during a breakthrough combat moment.โ
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INPUT FIELDS
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Character Name: [ENTER CHARACTER NAME]
CAD Type: [DETERMINED BY CAD TYPE SYSTEM]
CAD Name: [ENTER CAD NAME]
Core Theme: [ENTER CORE THEME]
If any field is blank, generate a fitting original option based on appearance, personality, colors, combat style, CAD Type, legal weapon, theme, rank, and ability.
Visible text must be clean, readable, correctly spelled, professionally integrated, and free from corrupted lettering, fake text, or random symbols.
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ABSOLUTE OVERRIDE RULES
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These rules override all reference images, weapons, clothing, accessories, CAD Type, Core Theme, A-Type unpredictability, combat role, ability design, composition, and aesthetic preference.
1. NO GUNS AS CAD WEAPONS.
Guns of any type are forbidden. No gun, firearm, pistol, revolver, rifle, shotgun, sniper rifle, machine gun, blaster, cannon, hand cannon, railgun, gunblade, launcher, turret, firearm drone, arm/wrist/shoulder cannon, projectile launcher, trigger-grip weapon, aiming-down-sights design, or firearm-like CAD weapon may appear. A-Type does NOT allow guns.
If
@image1
has a firearm, do not copy, preserve, adapt, or convert it into another firearm. Reinterpret only its non-firearm motifsโcolors, engravings, material style, energy color, emotional symbolism, accessories, or silhouette languageโinto a legal non-gun CAD weapon.
All CAD weapons must be melee-based, shield-based, gauntlet-based, polearm-based, blade-based, blunt-force, chain-based, bow-like hard-light constructs, or non-firearm A-Type manifestations.
2. ARMOR COVERAGE MUST SCALE WITH OVERALL CAD RANK.
Higher rank means more body coverage, more advanced plating, more complete integration, stronger conduits, stronger weapon integration, and more developed headgear/helmet. Lower rank means less coverage, simpler seams, incomplete manifestation, and little/no helmet. Do not choose armor coverage randomly.
3. CAD ARMOR OVERRIDES REFERENCE CLOTHING.
Reference clothing is not locked when it conflicts with rank-based armor coverage. It must be transformed, replaced, covered, upgraded, or reinterpreted into CAD armor according to Overall CAD Rank. Outfit motifs may influence colors, silhouette, trims, layering, jewelry placement, emblems, and personality cues, but CAD rank determines final coverage.
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IDENTITY PRESERVATION
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Preserve
@image1
with very high fidelity: face, facial structure, eye shape/color, hairstyle/hair color, skin tone, body proportions, silhouette, expression language, defining traits, compatible accessories, personality, color palette, and emotional presence.
Do NOT redesign the face, alter proportions, change age appearance, simplify features, or allow identity drift. The character must feel like the same person.
Perfect anatomy, perfect hands, five fingers per visible hand, correct weapon grip, believable combat mechanics.
Helmet rule: helmet/headgear depends on Overall Rank. Higher ranks may use visors, crowns, combat helms, retractable faceplates, or full adaptive headgear, but identity must remain readable through open-face design, transparent visor, visible eyes, visible facial structure, visible hair silhouette, holographic face exposure, or crown-like framing. Do not fully hide the face behind an opaque helmet unless identity is still clear.
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CAD USER CONCEPT
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The CAD is a living bonded adaptive combat system manifesting from the characterโs body and identity. It should look like advanced military exosuit technology, biomechanical adaptive armor, luminous energy channels, evolving combat plating, bonded living weapon hardware, and sleek progression-fantasy tournament gear.
The armor/helm must look grown, bonded, responsive, battle-evolved, and uniqueโnot manually worn, generic, canon, copied, bulky mecha, medieval armor, or superhero spandex.
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CAD TYPE SYSTEM
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Choose exactly ONE CAD Type. If [ENTER CAD TYPE] is filled, use it exactly. If none is entered randomly assign one of the following:
Saber, Duelist, Lancer, Phalanx, Mauler, Brawler, A-Type.
Once selected, the CAD Type is locked and determines armor silhouette, legal weapon, stance, ability, motion, HUD Weapon Type, and arena effects. The type must be visually obvious.
CAD Type definitions:
โข Saber โ one primary sword-like weapon; may be one-handed, hand-and-a-half, or two-handed. Fast, precise, elegant. Never dual-wield.
โข Duelist โ paired light weapons, one in each hand. Agile, technical, evasive, combo-based.
โข Lancer โ spear, lance, glaive, halberd, or polearm. Reach, thrusting, charging momentum.
โข Phalanx โ shield-based weapon system. Defensive, disciplined, counterattack-focused.
โข Mauler โ ONLY massive two-handed Great Hammers or Great Axes. Crushing, brutal, heavy-impact force.
โข Brawler โ gauntlets, fists, arm-mounted melee, body-integrated strikes. Close-range kinetic combat.
โข A-Type โ rare, unpredictable, modular, hybridized, fragmented, remote-controlled, or character-specific non-firearm manifestation.
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MANDATORY HUD PANEL FORMAT
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Include a small transparent readable academy combat telemetry HUD as a secondary arena overlay. It must not create panels, portrait boxes, expression/detail boxes, color palettes, turnarounds, or a stat-sheet layout.
The HUD MUST use this exact order and field names. Do not omit, rename, rearrange, or add fields:
Character Name: [Name]
CAD Name: [CAD Name]
CAD Type: [Selected CAD Type]
Weapon Type: [Legal non-gun weapon based on CAD Type]
Core Theme: [Selected Core Theme]
Overall CAD Rank: [Calculated from User Specific Specs]
User Specific Specs:
Strength: [Rank]
Endurance: [Rank]
Speed: [Rank]
Cognition: [Rank]
Offense: [Rank]
Defense: [Rank]
Overall CAD Rank must be calculated from the six specs. Weapon Type must match CAD Type and obey the no-guns rule. Armor coverage must match Overall Rank.
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CAD RANKING SYSTEM
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Primary ranks: F, E, D, C, B, A, S.
F through A use 0โ9 sub-ranks:
F0โF9 โ E0โE9 โ D0โD9 โ C0โC9 โ B0โB9 โ A0โA9.
S-Rank uses chess-derived classes, weakest to strongest:
S-Pawn โ S-Knight โ S-Bishop โ S-Rook โ S-King / S-Queen / S-Monarch.
Use King or Queen based on gender identity; if unclear, use Monarch.
User Specific Specs are Strength, Endurance, Speed, Cognition, Offense, Defense. Each must use the full progression system. Valid examples: F0, E7, D2, C9, B5, A9, S-Pawn, S-Knight, S-Bishop, S-Rook, S-King/S-Queen/S-Monarch. Invalid examples: S-10, F-1.
Overall CAD Rank is the average of the six specs on the same progression scale. Do not assign it randomly or make it higher than the specs support. S-Rank is rare and only allowed when specs clearly justify it.
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RANK-BASED ARMOR COVERAGE โ ABSOLUTE
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Armor coverage must visibly match Overall CAD Rank:
F-Rank โ minimal CAD coverage: one gauntlet, wrist plating, minor shin/forearm pieces, faint nodes, simple seams. Most body/reference clothing visible. No helmet.
E-Rank โ light coverage: hands, forearms, lower legs, boots, or small shoulders. Minimal/partial torso. Clothing visible but transforming. No full helmet; minor head nodes allowed.
D-Rank โ moderate coverage: forearms, shins, shoulders, partial torso, stronger gauntlets. Combat-capable but incomplete. Clothing partially replaced/reinforced. Small visor/partial headpiece allowed; no full helmet.
C-Rank โ balanced mid-level coverage: significant torso, arms, legs, shoulders, hands, feet. Some outfit elements and exposed identity features remain. Partial/open-face helm, transparent visor, or retractable guard allowed.
B-Rank โ advanced high-level coverage: most body covered including torso, limbs, shoulders, hands, feet, joints, spine. Clothing mostly replaced by armor while retaining motifs. Helmet/headgear allowed and expected when appropriate; identity readable.
A-Rank โ elite near-full coverage. Nearly entire body covered. Clothing appears only as design influence. Sophisticated helmet/visor/crown-like helm/retractable headgear should appear unless it destroys identity readability.
A9 โ threshold before S-Rank: near-complete awakened armor with complex plating, conduits, integrated weapon systems, and evolved helmet/headpiece. Reference clothing almost entirely transformed.
S-Pawn โ full-body elite CAD integration required. Helmet expected. Clothing fully transformed.
S-Knight โ full S-Rank armor emphasizing mobility, speed, specialized combat geometry. Helmet/visor/mask/combat helm required.
S-Bishop โ full S-Rank armor with refined strategic elegance, luminous channels, complete integration. Evolved headgear required.
S-Rook โ full fortress-level S-Rank armor with heavy advanced plating and defensive structure. Strong helmet silhouette required.
S-King / S-Queen / S-Monarch โ ultimate full CAD manifestation. Full armor and legendary crown-like combat helm/headpiece mandatory. Regal, terrifying, complete.
Even with helmets, identity must remain recognizable.
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CAD NAME CORE THEME
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If [ENTER CAD NAME] is blank, generate one fitting identity, CAD Type, Core Theme, armor, legal weapon, colors, ability, tone, and Overall Rank.
If [ENTER CORE THEME] is blank, randomly choose one:
Storm, Lightning, Gravity, Kinetic Force, Radiant Energy, Void, Starlight, Plasma, Magnetic Field, Sonic Force, Frost, Solar Fire, Shadow Light, Celestial Current, Azure Flame, Redline Overdrive, Quantum Glass, Black Star, Ion Bloom, Thunder Choir.
The theme must shape armor, energy, legal weapon, ability, environment, motion, lighting, color accents, and HUD effects. It must visually connect:
Character โ CAD Armor โ Weapon โ Ability โ Viewer.
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ARMOR MANIFESTATION
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CAD armor is living adaptive armor bonded directly to the character. It translates
@image1
clothing into CAD form while obeying rank coverage. Include segmented smart-plating, luminous seams, internal conduits, biomechanical joints, reinforced greaves, weaponized gauntlets, adaptive shoulders, tactical spinal components, glowing interface nodes, military-grade shaping, rank-appropriate coverage/headgear, and transformed outfit motifs.
Type silhouette:
Saber sleek/blade-oriented; Duelist light/agile; Lancer forward/thrust-focused; Phalanx defensive/braced/layered; Mauler reinforced and heavy for Great Hammer/Great Axe force; Brawler gauntlet/forearm/shoulder focused; A-Type asymmetrical, modular, strange, evolving.
Translation examples:
fabric layers โ segmented plating; jewelry โ glowing interface nodes; belts/straps โ power conduits; boots โ kinetic greaves; gloves โ weaponized gauntlets; symbols โ etched markings; color accents โ luminous circuits; signature accessories โ integrated CAD components; hair silhouette remains iconic.
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WEAPON MANIFESTATION
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Weapon must match the locked CAD Type and be legal/non-gun. It should emerge from the CAD, partly physical and partly energy-based, with hard-light edges, glowing channels, mechanical locking segments, combat-worn detail, elegant sci-fi silhouette, correct hand placement, believable weight, and character-specific design.
Saber: hard-light longsword, rail-edged saber, two-handed hard-light greatsword, adaptive energy broadsword, plasma zweihander-inspired blade, or character-specific single sword. One primary sword only; no dual-wield. Correct one-handed, hand-and-a-half, or two-handed grip.
Duelist: twin plasma blades, paired hard-light short swords, dual rail-edged sabers, blade-and-dagger, or mirrored energy knives. Must dual-wield logically.
Lancer: transforming spear, energy lance, plasma glaive, rail-edged halberd, or telescoping hard-light polearm. Believable polearm grip.
Phalanx: shield-and-blade array, hard-light tower shield with sidearm blade, spear-and-shield, deployable barrier shield with short saber, or defensive CAD aegis with counterstrike weapon. Shield must be clear and believable.
Mauler: ONLY gravity/hard-light/kinetic Great Hammer or plasma/rail-edged Great Axe, including character-specific Great Hammer/Great Axe. Must be massive, heavy, two-handed, and stance-supported. No swords, maces, clubs, cleavers, spears, lances, shields, chains, scythes, gauntlets, bows, or firearms.
Brawler: kinetic gauntlets, pile-driver fists, armored strike bracers, hard-light knuckle blades, or energy-charged combat gauntlets. Fight through punches, grapples, shockwave strikes, or close-range impacts.
A-Type: modular transforming melee weapon, floating blade fragments, magnetic chain weapon, combat scythe, radiant hard-light bow, hybrid shield-blade-lance system, character-specific custom melee weapon, or unpredictable living CAD weapon. Strange but coherent, practical, and non-firearm. Floating weapons only for A-Type remote fragments.
Weapon must reflect:
Character identity โ CAD Type โ Core Theme โ Weapon Shape โ Ability Activation.
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COMBAT POSE ANATOMY
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Create a unique dynamic combat pose based on CAD Type and legal weapon. It must show tournament aggression, realistic mechanics, forward momentum, heroic intensity, military discipline, readable silhouette, and the instant before impact.
Pose by type:
Saberโdraw-cut, forward slash, overhead strike, counter-slash, blade dash, or two-handed sword strike.
Duelistโcrossing dual strikes, spinning paired attack, mirrored blades, evasive combo posture.
Lancerโbraced thrust, charge, mid-air spear drive, long pierce, polearm sweep.
Phalanxโshield-raised defense, counterattack, barrier impact, shield-and-weapon advance.
Maulerโtwo-handed Great Hammer smash, Great Axe cleave, overhead impact, ground-cracking strike, full-body momentum swing.
Brawlerโpunch, gauntlet strike, shockwave fist impact, grappling charge, crouched launch.
A-Typeโevolving pose where armor, non-gun weapon, and ability transform simultaneously.
Anatomy requirements:
perfect human anatomy, five fingers per visible hand, correct wrists/elbows/shoulders/joints, believable weight distribution, no broken hands, no clipping, no impossible weapon position. Hands must visibly and logically support the weapon. No gun grips, trigger grips, rifle/pistol poses, aiming down sights, or firearm body language.
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ACADEMY ARENA ENVIRONMENT
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Create a futuristic military academy tournament arena adapted to the character, CAD Type, Core Theme, legal weapon, ability, Overall Rank, and armor coverage.
Include fitting elements: black combat floor, holographic ranks, transparent barriers, telemetry, spectators, academy banners, damaged drones, shattered tiles, tactical lights, observation decks, glowing boundaries, sparks, smoke, barrier fragments. Environment supports, not overpowers.
CAD Type environment:
Saberโcut panels, blade arcs, sliced drones; two-handed swords create heavier trails/deeper cuts.
Duelistโcrossing afterimages, twin strike trails, mirrored telemetry.
Lancerโlong gouges, pierced barriers, forward shock trails.
Phalanxโcracked barriers, defensive walls, impact ripples, deflected attacks.
Maulerโcraters, crushed drones, debris blasts, Great Hammer shockwaves or Great Axe scars.
Brawlerโfist-shaped shockwaves, ground cracks, close impact bursts, kinetic distortion.
A-Typeโunstable fragments, hard-light geometry, non-firearm weapon patterns, data rewriting.
Core Theme environment must visibly match the chosen theme:
storms/lightning use arcs/bolts/sparks; gravity/black star bends panels, floats debris, distorts light; void/shadow light uses black-violet fractures and dimmed arena lights; starlight/celestial current uses constellations, star particles, cosmic streams; plasma/solar fire/azure flame uses heat distortion, vents, flame, molten scars; kinetic/sonic force uses shockwaves and sound rings; radiant energy uses gold-white flares; magnetic field/ion bloom uses orbiting metal and ion bursts; frost uses ice/vapor; redline uses warning lights and speed distortion; quantum glass uses prism shards; thunder choir uses soundwave halos.
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CINEMATIC IMPACT ENERGY FLOW
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The image must feel like it is exploding out of frame. Use one unique camera: wormโs-eye, low-angle hero shot, first-person opponent view, rotating mid-air camera, over-the-shoulder strike, side tracking shot, foreground weapon view, high-speed dash, shattered barrier view, floor impact view, or observation deck angle.
Use strong foreground/midground/background separation. Include lens-level debris, sparks, CAD particles, broken drones, smoke, holographic fragments, motion trails, energy arcs, cracked panels, HUD reflections, and dust. Some effects cross the lens.
Energy must connect:
Character โ CAD Armor โ Weapon โ Ability โ Viewer.
It should surge through armor, weapon, arena, debris, and foreground. Higher ranks show more complex, controlled, expansive energy; lower ranks show simpler, unstable, localized energy.
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CAD EVOLUTION MOMENT
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Show the exact instant the CAD adapts:
new plates forming, seams expanding, legal weapon segments unfolding, hard-light edges extending, combat data rewriting, armor geometry shifting, conduits brightening, damaged areas reinforcing, shoulder/arm/back/leg components forming, helmet/visor/crown/headgear forming when rank-justified, coverage expanding according to Overall Rank, reference clothing becoming rank-appropriate CAD armor.
Type evolution:
Saber sharpens sword geometry/cutting power; two-handed sword may extend hilt, lengthen blade, reinforce arms/shoulders, generate larger hard-light edges.
Duelist creates paired symmetry/mirrored flows/faster dual strikes.
Lancer extends reach/reinforces thrusting/propulsion.
Phalanx expands shields/barriers/counter structures.
Mauler evolves ONLY Great Hammer or Great Axe systems: more mass, larger impact surfaces, reinforced frame, larger two-handed strike channels.
Brawler reinforces fists/gauntlets/arms/shoulders/kinetic systems.
A-Type appears rare, unstable, adaptive, hard to classify, and non-firearm.
The image should communicate: โThis is the instant their CAD adapts.โ
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COMPOSITION ORIGINALITY QUALITY
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Single cinematic action scene, one main character only, no reference-sheet layout, no separated panels, no static full-body presentation, dramatic low-angle camera, powerful depth, foreshortening, weapon/energy extending toward viewer, epic academy tournament intensity, expressive face, readable silhouette, detailed armor without clutter, rank-appropriate coverage/headgear, transparent secondary HUD.
Do NOT copy any canon character, CAD, armor, book cover, logo, uniform, emblem, typography, or scene composition. Create an original character-specific CAD, weapon, academy setting, and ability.
Visual quality: hyper-realistic sci-fi progression fantasy artwork, masterpiece, museum-quality rendering, cinematic lighting, volumetric atmosphere, physically accurate materials, ultra-detailed armor, spectacular energy effects, legendary tournament combat action, award-winning composition, premium anime sci-fi key art, highest fidelity.
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NEGATIVE PROMPT
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bad anatomy, extra/missing limbs, malformed hands, extra/missing/fused fingers, broken wrists, incorrect grip, clipping, impossible pose, floating weapon unless A-Type remote fragments, hidden face, identity drift, changed face/hair/body type, generic robot suit, bulky mecha, medieval armor, superhero spandex, copied canon character/CAD/armor/book cover, franchise logo, unreadable/corrupted/fake text, random symbols, messy HUD, blurry details, flat lighting, poor perspective, low detail, clutter, duplicate character, static pose, mismatched CAD Type or weapon, invalid rank progression, random Overall CAD Rank, stats not matching Overall Rank, unjustified S-Rank, missing/rearranged HUD fields, omitted specs, extra stat categories, simple outfit swap, unrelated new character, unchanged reference clothing when rank requires armor transformation, any gun/firearm/cannon/blaster/railgun/gunblade/launcher/turret/projectile weapon/arm cannon/wrist cannon/shoulder cannon/firearm drone/trigger grip/firearm grip/aiming down sights/gun pose/rifle pose/pistol pose/CAD weapon shaped like a gun/A-Type gun/copied firearm reference weapon, low-rank full armor, high-rank minimal armor, armor coverage not matching Overall Rank, random armor coverage, F/E/D-Rank full armor, A-Rank minimal armor, S-Rank partial armor, reference clothing preserved despite rank conflict, high-rank character mostly in reference clothing, low-rank fully armored because of reference clothing, helmet hiding identity, opaque helmet fully hiding face, reference sheet, character sheet, turnaround, lineup, expression/detail/color panels, fashion/design/profile sheet, infographic collage, separated reference sections, static full-body display, copied reference layout/panels/typography, main image arranged like a reference sheet.