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When I was experimenting with character concepts in Midjourney, one image came out that I really liked, so I ended up building the whole sequence around it. I hadn't planned anything in advance. The project basically started from that single image. 1. Midjourney prompts: two characters in a post apoc city with guns and a cat --ar 3:4 --raw --sref 1984477158 --profile q9waadp --stylize 1000 --niji 7 zombie with bee wings --ar 3:4 --raw --sref 316595908 --profile q9waadp --stylize 1000 --niji 7 2. This time I didn't create a character sheet. I went straight from the generated images to the storyboards. First storyboard generated with v2 of my skill, I'm still testing it. Second part is generated with the version I shared with subscribers. 3. After that, I generated the scenes using the Seedance 2.0 prompts produced by the same skills. At first I tried extending the footage, but it generated a completely different scene, so I ended up creating it as two separate clips instead. GPT Image 2 Prompts For Storyboards: Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: CLOSE ENOUGH META LINE: deadpan / post-apocalyptic action comedy / restrained PRIORITY: Make the leftward shot, intact target building, near-ground miss, and dry final reaction instantly readable. MICRO BRIEF: Two seated friends test a bazooka against a distant ruined building; the rocket lands beside it and neither overreacts. [CONTINUITY HEADER] SEQUENCE ID: BUILDING_BAZOOKA_MISS_01 REFERENCE PRIORITY: @[characters] controls both characters' identity, faces, bodies, wardrobe, and proportions; this storyboard controls staging, motion, geography, bazooka state, and continuity. [SCENE PACKET] PREMISE: C1 asks, "Can I hit it?" C2 replies, "I think you can." C1 shoulders one bazooka, fires toward a distant building at screen-left, misses into the ground beside it, then says, "I think I missed." C2 answers, "Yeah." LOCATION: Daylight on a broken concrete rooftop ledge above a ruined city; the seated pair occupy the right half, while one clearly readable target building and its adjacent open ground sit far screen-left. START -> END: C1 and C2 sit shoulder-to-shoulder facing left with the loaded bazooka resting between C1's knees -> the target building remains intact behind a compact dust plume beside it, then both remain seated in dry silence. ACTION CHAIN: casual question and reply -> bazooka lift and aim -> one leftward launch -> rocket drops short beside the building -> dust clears enough to prove the miss -> understated exchange. PROP / EFFECT STATE: Exactly one bazooka and one rocket; loaded at start, empty after firing; straight leftward exhaust trail; compact ground impact immediately screen-right of the target building; no building strike or collapse. MUST READ: Both characters always look screen-left. The rocket visibly misses the intact building and hits only the open ground beside it. Dialogue is audio context only; never draw speech bubbles, subtitles, captions, or dialogue inside panels. [CHARACTER SANITIZATION] C1: Blonde young woman from @[characters], seated screen-left of the pair, compact silhouette, same face and wardrobe, handling the single bazooka with controlled movements. C2: Skull-helmeted dark-haired young woman from @[characters], seated screen-right of the pair, same face and wardrobe, relaxed posture and minimal reaction. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] @[characters] controls face, body, hair, helmet, wardrobe, footwear, materials, and proportions; storyboard controls staging only. Keep C1 left of C2, preserve silhouettes and clothing, and do not redesign, merge, age-shift, or copy extra firearms from the reference. Show only the single story bazooka. [STORYBOARD PURITY] Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels. [MASTER SHOT RULE] P01 is a 24mm side-wide master showing C1 left of C2 on the rooftop, both facing left, the bazooka between C1's knees, the distant target building at far screen-left, and the open miss zone immediately screen-right of that building. [EMOTIONAL ARC] Loose stillness -> casual confidence -> controlled commitment -> brief explosive focus -> dry disappointment, shown through small head turns, steady shoulders, restrained recoil, and minimal final movement. [STYLE LOCKS] STYLE LOCK: Clean monochrome editorial storyboard, thin graphite-gray lines, simplified readable anatomy, mostly white paper, sparse light-gray depth, restrained accent color only outside panel art. EFFECT LOCK: One narrow straight exhaust trail, small launch flash, compact pale dust plume at ground impact, minimal debris, no oversized fireball. ENVIRONMENT LOCK: Broken rooftop ledge, distant ruined skyline, fixed target-building silhouette, open ground beside it, stable horizon, clear daylight, sparse architectural contours. [SPATIAL CONTINUITY LOCK] P01, P02, P03, and P05 preserve the same side-view axis and seating order: C1 left of C2, both facing screen-left. The target building remains far screen-left with the miss zone immediately to its screen-right. P04 is a telephoto view of those same distant anchors, not a redesigned location. Only pose, bazooka state, rocket position, dust, and camera distance may change; the building stays intact. [DIRECTOR STRIP] Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps. RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`. ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`. PANEL HEADERS: P01 / 24mm wide / Rooftop master -> P02 / 50mm / Lift and aim -> P03 / 35mm side / Fire left -> P04 / telephoto / Miss beside building -> P05 / 50mm two-shot / Dry verdict CAMERA LENS PLAN: P01 locked side-wide geography -> P02 closer side medium -> P03 side profile cut on action -> P04 telephoto target view -> P05 return to same-axis seated two-shot ACTION PATH: P01 ask and reply -> P02 C1 shoulders bazooka -> P03 one rocket exits left -> P04 rocket hits ground beside intact building -> P05 C1 lowers empty launcher, C2 barely turns RHYTHM TRACK: P01 RHY P01: hold / long block / held beat -> P02 RHY P02: build / medium block / clean beat -> P03 RHY P03: burst / short block / smash beat -> P04 RHY P04: impact / short block / clean beat -> P05 RHY P05: pause / long block / held beat ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L3 rise / drop -> P05 ESC P05: L1 calm / release STATE TRACK: P01 loaded / seated / face left -> P02 loaded / shoulder aim -> P03 fired once / launcher empty -> P04 building intact / dust beside -> P05 empty launcher / seated / face left STYLE TRACK: P01 sparse graphite -> P02 clean contours -> P03 sharp motion line -> P04 pale dust shape -> P05 quiet white space [SEQUENCE] Grid: 5 panels in a clean 3-over-2 layout with generous gutters and outside header strips, moving from shared geography through launch and miss to the same seated axis for the final deadpan hold. ---- Create a 16:9 image. [PROJECT CARD] Create a compact designed masthead, not a table. TITLE: THE HIVE WAKES META LINE: creature chase / post-apocalyptic comedy horror / accelerating PRIORITY: Hide the target building completely in P01, reveal its eruption in P02, then make the unified swarm pursuit, rightward escape, and storm-drain hiding place readable. MICRO BRIEF: The missed shot wakes hundreds of zombie bees, forcing two friends and their cat off the rooftop and into a dark drainage tunnel. [CONTINUITY HEADER] SEQUENCE ID: BUILDING_BAZOOKA_MISS_02 REFERENCE PRIORITY: Image A controls C1, C2, and their cat C3; Image B controls zombie bees C4; this storyboard controls staging, scale, swarm motion, pursuit geography, and continuity. This begins immediately after BUILDING_BAZOOKA_MISS_01. [SCENE PACKET] PREMISE: As C1, C2, and their cat C3 rest on the rooftop, hundreds of human-sized zombie bees fly from the hidden target building, merge into an airborne swarm, chase them to street level, and force all three into a storm-drain tunnel. LOCATION: Clear daylight across one ruined-city route: starting rooftop at screen-left, connected service roof and metal stairs toward screen-right, debris alley below, then a large round storm-drain opening in a cracked retaining wall at far right. START -> END: C1 and C2 sit with C3 beside them and the empty bazooka after the miss -> both crouch inside the dark drain with C3 held safely between them while the swarm searches outside. ACTION CHAIN: offscreen wing noise turns both heads and C3's ears left -> building reveal and swarm eruption -> close undead anatomy -> C1 drops the bazooka as C2 scoops up C3 -> both sprint right -> descend stairs -> cross alley -> enter drain -> pull grate and freeze. PROP / EFFECT STATE: Empty bazooka begins with C1 and is abandoned in P04; C3 is carried by C2 from P04 through P08 and ends unharmed; every bee is human-sized and continuously airborne from P02 onward; the flying swarm becomes one directional crowd-cloud; grate begins open and ends partly closed. MUST READ: P01 must not show any part of the target building; it first appears in P02. C3 is the single small black cat from Image A and must never disappear, duplicate, transform, or join the swarm. Hundreds of human-sized bees emerge and chase from left to right; C1, C2, and C3 enter the drain unseen. [CHARACTER SANITIZATION] C1: Blonde young woman from Image A, same compact silhouette, face, wardrobe, and footwear; quick forward lean, drops the empty bazooka, then runs screen-right. C2: Skull-helmeted dark-haired young woman from Image A, same face, wardrobe, and proportions; reacts first, scoops C3 under one arm, and leads toward the drain. C3: The single small black cat from Image A; pointed ears, yellow eyes, simple dark silhouette; sits beside the pair, then remains securely carried by C2 until safe inside the drain. C4: Human-sized flying zombie bee species from Image B, each roughly as tall as C1 and C2; corpse-pale round head, huge tired eyes, dark ragged thorax cloth, thin bandaged limbs, torn translucent wings, antennae; render hundreds continuously flying with legs hanging below. Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel. [IDENTITY CONSISTENCY] Image A controls C1, C2, and C3 identity and appearance. Image B controls every C4 bee's anatomy. All C4 bees fly by beating their wings; never show them running, walking, crawling, standing, or pursuing on the ground. Keep exactly one cat near or carried by C2. Do not retain the bazooka after P04. [STORYBOARD PURITY] Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate character bodies, or technical overlays inside panels. [MASTER SHOT RULE] P01 is a 35mm rooftop group shot framing seated C1, C2, C3 beside them, and the escape route on screen-right. The target building lies beyond the left frame edge and is invisible. P02 first reveals the building, broken windows, swarm origin, and rooftop gap. [EMOTIONAL ARC] Dry stillness -> uneasy attention -> instant recognition -> full sprint -> compressed panic -> desperate entry -> breath-held concealment, shown through eye-lines, forward lean, widening spacing, fast foot placement, lowered heads, and final rigid crouches. [STYLE LOCKS] STYLE LOCK: Clean monochrome editorial storyboard, thin graphite-gray contours, simplified readable anatomy, mostly white paper, sparse light-gray depth, restrained accent color only outside panel art. EFFECT LOCK: Swarm reads as hundreds of overlapping human-sized airborne figures, wings visibly beating, legs suspended, with a soft graphite crowd edge and clear leading front. P03 shows three sharp flying bees with many airborne figures behind. No grounded pursuit, smoke transformation, or solid black mass. ENVIRONMENT LOCK: Preserve the starting rooftop. Keep the target building fully offscreen in P01; reveal and preserve its silhouette only from P02 onward. Maintain the rightward route through service roof, metal stairs, debris alley, retaining wall, circular drain, grate, and dark tunnel. [SPATIAL CONTINUITY LOCK] P01 faces C1, C2, C3, and the rightward escape route, cropping the building beyond the left edge. P02-P03 reverse to the threat. P04 returns as C2 lifts C3; C3 stays under C2's arm through P05-P08. P06 continues down the same stairs. P07-P09 preserve the alley wall and drain; P09 shows C3 safely between both girls inside. [DIRECTOR STRIP] Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps. RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`. ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`. PANEL HEADERS: P01 / 35mm two-shot / Offscreen buzz -> P02 / telephoto reverse / Hive eruption -> P03 / 85mm close / Undead faces -> P04 / 35mm / Drop and run -> P05 / 24mm side / Rooftop pursuit -> P06 / 28mm high angle / Stair descent -> P07 / 35mm track / Alley sprint -> P08 / 24mm low wide / Drain dive -> P09 / 50mm interior / Hold breath CAMERA LENS PLAN: P01 locked two-shot facing away from hidden building -> P02 reverse telephoto reveal -> P03 threat close-up -> P04 reaction medium -> P05 fast side track -> P06 high-angle continuation -> P07 low side track -> P08 low wide crash-in -> P09 locked interior hold ACTION PATH: P01 buzz turns heads and C3's ears -> P02 bees fly from windows -> P03 flying leaders fill frame -> P04 swarm crosses gap in air as C2 scoops C3 -> P05 airborne chase over roof -> P06 swarm flies down stairwell -> P07 swarm dives through alley -> P08 all enter, pull grate -> P09 bees hover outside RHYTHM TRACK: P01 RHY P01: slow reveal / medium block / held beat -> P02 RHY P02: burst / short block / smash beat -> P03 RHY P03: impact / short block / held beat -> P04 RHY P04: burst / short block / whip beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: burst / short block / whip beat -> P07 RHY P07: build / medium block / match beat -> P08 RHY P08: impact / short block / smash beat -> P09 RHY P09: pause / long block / held beat ESCALATION MAP: P01 ESC P01: L2 tension / rise -> P02 ESC P02: L4 surge / spike -> P03 ESC P03: L5 peak / rise -> P04 ESC P04: L5 peak / unresolved -> P05 ESC P05: L5 peak / unresolved -> P06 ESC P06: L5 peak / unresolved -> P07 ESC P07: L5 peak / unresolved -> P08 ESC P08: L5 peak / spike -> P09 ESC P09: L3 rise / drop STATE TRACK: P01 seated / C3 beside pair / threat offscreen -> P02-P09 C4 swarm continuously airborne -> P04 launcher abandoned / C3 carried -> P05-P08 C3 under C2's arm -> P09 all three hidden / C3 safe / flying swarm outside STYLE TRACK: P01 sparse unease -> P02 broken silhouettes -> P03 sharp undead detail -> P04 sharp gesture -> P05 streaked graphite -> P06 angular descent -> P07 debris motion -> P08 dark threshold -> P09 quiet gray shadow [SEQUENCE] Grid: 9 panels in a clean 3x3 layout with outside header strips; P01 hides the target building, P02 reveals it, P03 gives the zombie-bee close-up, then the board follows the rightward chase to concealment. --- Seedance 2.0 Prompts: First Part: Use @[storyboard ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork. Use @[characters ref] as the authoritative character reference for C1 and C2; preserve their faces, bodies, hair, skull helmet, wardrobe, proportions, materials, and likeness, while using only the single story bazooka. ENVIRONMENT: Daylight on a broken rooftop above a ruined city. C1 sits left of C2, both facing screen-left. A damaged but standing target building sits far left; open ground immediately screen-right of it is the fixed miss zone. Preserve ledge, skyline, building silhouette, horizon, light, and side-view axis. EMOTIONAL GUIDANCE: Valence: relaxed confidence -> mild disappointment -> dry acceptance. Arousal: stillness -> controlled lift -> sharp launch -> brief impact -> quiet release. Use small head turns, restrained recoil, steady seated posture, and a long understated final hold. VISUAL STYLE: Polished cinematic anime matching @[characters], crisp linework, bright cel shading, tactile concrete, restrained depth, stable character detail, coherent rocket motion, compact dust, and deadpan timing. AUDIO: No background music or score. Use only rooftop wind, distant city ambience, cloth and metal handling, a mechanical click, launch blast, fading rocket hiss, remote ground impact, falling grit, and silence. Dialogue exactly: C1: "Can I hit it?" C2: "I think you can." Later C1: "I think I missed." C2, dry: "Yeah." No subtitles or on-screen text. PANEL BEATS: P01: Locked 24mm side-wide master. C1 sits left of C2, shoulder-to-shoulder facing screen-left, with one loaded bazooka between C1's knees. The distant target building and adjacent open miss zone are readable at far left. C1 asks, "Can I hit it?" C2 replies, "I think you can," without changing her relaxed pose. SFX: wind, distant city. P02: 50mm side medium. C1 lifts the single bazooka onto her shoulder and aims at the target building; C2 remains seated, eyes left. No duplicate weapon or rocket. SFX: metal handling, cloth shift, click. P03: 35mm side profile. C1 fires exactly one rocket straight screen-left. A short straight exhaust trail follows it; recoil moves C1's shoulder back and C2 gives one small flinch. The launcher is now empty. SFX: hard launch, hiss traveling left. P04: Telephoto view of the fixed target geography. The same rocket drops short and strikes only the open ground immediately screen-right of the building. A compact dust plume rises while the building remains fully standing and visibly untouched. SFX: distant impact, grit. P05: Return to the same seated side axis in a 50mm two-shot. C1 lowers the empty launcher slightly, watches the dust beside the intact building, and says, "Close enough." C2 barely turns her eyes and answers, "Yeah." Hold on their still posture. SFX: wind, settling debris, silence. ---- Second Part: Use @[storyboard2 ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork. Use @[characters ref] as the authoritative C1, C2, and single black cat C3 reference, and @[zombee ref] as the human-sized zombie-bee C4 reference. ENVIRONMENT: Continue after the daylight bazooka miss. In P01 the target building is completely outside the left frame and invisible; P02 reveals it for the first time. A rooftop route, stairs, alley, and round storm drain extend right. The swarm pursues left to right. The drain is dark with daylight at its grate. EMOTIONAL GUIDANCE: Valence: dry calm -> alarm -> relief. Arousal: stillness -> eruption -> sustained peak -> held breath. Keep C3 close to C2 throughout the escape. VISUAL STYLE: Polished cinematic anime matching @[characters], crisp cel shading, tactile ruins, and hundreds of human-sized undead bees matching @[zombee] flying continuously with beating wings and suspended legs. Never show bees running, walking, crawling, or grounded in pursuit. AUDIO: No background music or score. Use wind, distant city, first wing scratches, a rapidly multiplying diseased buzz, window debris, dropped metal, running feet, rattling stairs, swarm rush, grate scrape, tunnel drips, muffled buzzing, and silence. No dialogue, subtitles, or on-screen text. PANEL BEATS: P01: Locked 35mm rooftop group shot. C3, the single black cat from @[characters], sits beside C1 and C2. The target building is fully beyond the left edge and invisible. Offscreen wings turn both heads and C3's ears left. SFX: scratching wings. P02: Reverse telephoto reveal. The building first appears as hundreds of human-sized zombie bees fly from its windows on beating wings and surge right. SFX: explosive buzz, glass. P03: 85mm threat close-up. Three flying leaders fill frame: corpse-pale faces, huge dead eyes, antennae, ragged cloth, bandaged limbs, and torn wings match @[zombee]; hundreds remain behind. Each is human-sized, not insect-sized or kaiju-sized. SFX: diseased wing buzz. P04: 35mm medium. C1 drops the bazooka as C2 scoops C3; both run while the airborne swarm flies across the rooftop gap. SFX: clatter, wing roar. P05: Fast 24mm side track. They sprint right with C3 secure; the swarm flies above the roof behind them. SFX: boots, buzz. P06: High-angle 28mm. They race down metal stairs as the swarm flies downward through the open stairwell. SFX: stair rattle, wings. P07: Low 35mm alley track. All three race toward the drain while the flying swarm dives through the alley air behind. SFX: footfalls, rubble. P08: Low 24mm wide. C2 enters carrying C3, C1 follows, and they pull the grate partly shut. SFX: scrape, rushing buzz. P09: Locked 50mm inside. C1 and C2 crouch with C3 safely between them; bees hover and search outside without seeing them. SFX: drips, muffled buzz, silence.
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Use the uploaded character as the PRIMARY and STRICT identity reference. Transform the character into a mysterious cyber-ronin protocol guardian standing in a clean side-profile pose. The original character must remain immediately recognizable. Preserve: - face structure - colors - clothing identity - accessories - symbols - visual DNA - personality Style: Ultra-premium anime concept art Japanese cyberpunk mythology dark streetwear aesthetic luxury techwear high-end collectible character design concept art masterpiece The character wears a large black tactical hooded jacket with custom patches, tags, symbols and personalized insignias matching the original identity. The face is partially hidden in shadow. Add a unique signature mouth feature: metal teeth, glowing grin, mask, digital distortion or another iconic element matching the character. A legendary weapon is mounted on the back: katana, zanbato, staff, spear, energy blade or any weapon fitting the character's lore. Surround the character with floating black crystalline shards. Each shard contains glowing symbols, runes, icons, traits, abilities, lore fragments and personal mythology connected to the character. The floating shards should feel like collectible artifacts from a forgotten protocol. Energy trails connect the shards together. Add: - floating debris - signal particles - subtle energy streams - glowing fragments - mysterious atmosphere The background must remain clean and minimalistic light gray to keep focus on the character. Cinematic side-profile composition. Anime-meets-concept-art quality. Extremely detailed clothing materials. Premium collectible NFT aesthetic. Sharp linework. Elegant lighting. Luxury character design. ArtStation masterpiece. Trending collectible artwork. Ultra detailed. 8K. No text. No logos. No watermark. Legendary character poster.
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Sable Riot in linework mode. Buff anthro she-wolf, biker garage attitude, and enough red-black bite to rattle the whole feed. 🐺🔧 #FurryArt #AnthroArt
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kikisui retweeted
the linework before color has rly different vibes
it’s been a sec since i drew zanka🩵
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Replying to @toldentops
your linework is always so fuckin yummyyyy
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This is a beautiful piece with such a classic feel to the linework.
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After generating the storyboard and character reference sheet, you can animate it using Seedance 2.0. I made it using @wavespeed_ai Here is the prompt to made it : Use @image1 as the authoritative NOX character reference. Use @image2 as the authoritative basement boxing gym environment reference. Use @image3 as the storyboard and layout reference. Do not render the storyboard sheet itself; recreate the cinematic animated sequence implied by it. SUBJECTS: NOX @image1 — early-20s underground boxer, lean muscular build, sharp focused eyes, short messy dark hair wet with sweat, rough facial structure, subtle eyebrow cut scar, old rib scars, shirtless upper body, black boxing shorts, off-white hand wraps, dark boxing shoes. Maintain exact facial identity, hairstyle, body proportions, scars, outfit, hand wraps, shoes, and cold hungry expression throughout. NOX moves like a real boxer: compact guard, sharp recoil, shoulder rotation, hip torque, head movement, active feet, controlled aggression. ENVIRONMENT: Basement boxing gym @image2 — dark cramped concrete room, low ceiling, exposed pipes, worn floor mats, old heavy bag on rattling chain, dusty air, training bench, old gloves, bucket, towels, cracked walls, single warm overhead bulb and dim cool side shadows. The entire video remains in this same basement gym. Keep the heavy bag, overhead light cone, dust particles, scuffed mats, and gritty concrete atmosphere consistent. STYLE: Cinematic semi-realistic anime character sheet reel, mature anime proportions, clean cel-shading, sharp linework, painterly gritty background, high contrast warm amber lighting, premium concept-art motion reel. Raw, grounded, masculine, intense, stylish. No fantasy energy, no glow effects, no magic, no photoreal live action, no 3D CG. LAYOUT: Keep the feel of an animated character concept presentation. Main action dominates the frame. Subtle bottom/side character-sheet graphics may appear as clean design-board overlays: “NOX”, “BASEMENT ROUND”, “UNDERGROUND BOXER”, small gear callouts, hand wrap detail, glove detail, stance notes. These design elements must feel integrated and premium, not distracting. Do not cover the boxing action. SHOT 1: Hard cut from black | Extreme close-up, 85mm macro, handheld micro-shake / NOX violently pulls his off-white hand wrap tight around his wrist, veins flexing, knuckles clenching, sweat on skin, wrap fibers visible. His fist snaps closed with tension. Dust floats through warm light. / SFX: cloth wrap pull, knuckle squeeze, deep breath, basement room tone. [1.5s] SHOT 2: Smash cut | Close-up 3/4 face, 50mm, slow push-in / NOX raises both wrapped fists into guard. His wet messy hair hangs over sharp eyes; eyebrow scar visible. He exhales through his teeth, shoulders roll once, eyes locked on an imaginary opponent. No posing pause; he is already moving. / SFX: controlled breathing, hand wrap creak, shoe shift on mat. [1.5s] SHOT 3: Match cut into motion | Medium shot, 35mm, slight handheld follow / NOX explodes into shadowboxing: fast jab, second jab, hard cross with hip rotation, compact slip left, heavy left hook. Every punch has recoil and intent. His guard returns after each strike, torso twists, sweat flicks from shoulders. / SFX: sharp punch whooshes, foot squeak, breath bursts, cloth snaps. [2.5s] SHOT 4: Lateral track | Medium-wide, 28mm, camera tracks with his footwork / NOX steps in aggressively, feints a body shot, drops low into a weave under an imaginary counterpunch, rises into a snapping right uppercut, then pivots out on the lead foot. Floor dust kicks up under the overhead bulb. Movement is brutal but technically readable. / SFX: shoe friction, mat scrape, fast breath, low punch whoosh. [2.5s] SHOT 5: Impact beat | Low side angle, 32mm, fast push toward heavy bag / NOX bursts into the heavy bag with jab-cross-left hook-right body hook. The bag dents on impact, swings hard, chain rattles violently, dust and sweat explode into the warm light cone. NOX stays compact and balanced, eyes cold, no wasted motion. / SFX: heavy leather impacts, chain rattle, bag swing, sharp exhale, room reverb. [2.5s] SHOT 6: Climax flurry | Dynamic medium close-up, 35mm, subtle push-in with controlled shake / NOX returns to pure shadowboxing in front of the swinging bag: slip, cross, hook, weave, hook, rear uppercut. His shoulders and hips fire in rhythm, head movement tight, guard believable, punches fast but readable. Sweat streaks across frame; his teeth grit briefly during the final uppercut. / SFX: rapid punch cuts, breath bursts, cloth snap, swinging bag chain in background. [2.0s] SHOT 7: Character reveal finish | Full-body hero frame, 40mm, camera settles from motion into a steady slight push / NOX stops sharply after the final combo, guard still raised, one foot forward, chest sweating, breathing heavy but calm. The heavy bag continues swinging behind him under the warm bulb. Clean character-sheet overlays become clearer around the bottom and side: “NOX”, “BASEMENT ROUND”, “UNDERGROUND BOXER”, stance notes, glove/wrap detail thumbnails. He lowers his chin slightly, eyes still locked forward, controlled and dangerous. / SFX: heavy breathing, bag chain slowing, distant pipe hum, dust settling. [2.5s] CAMERA STYLE: Premium anime action cinematography, controlled handheld energy, readable boxing choreography, strong silhouettes, no chaotic spinning camera. Use close-ups for tension, medium shots for punch readability, low angle for power, and a steady final hero reveal. Motion should feel intense from the first frame with no idle pause. ANIMATION RULES: Real boxing mechanics only. Clear jab-cross-hook timing, compact slips and weaves, visible shoulder rotation, hip torque, active footwork, believable guard recovery, realistic recoil, sweat and dust reacting to movement. NOX should feel disciplined and self-trained, not flashy or goofy. NEGATIVE PROMPT / AVOID: 3D CG, photoreal live action, childish cartoon, chibi, fantasy glow, magic aura, fire effects, lightning effects, superhero powers, neon cyberpunk colors, overcolorful gym, random flailing punches, stiff body, weak footwork, awkward pause, floating body, sliding feet, broken anatomy, extra limbs, extra fingers, distorted face, identity drift, wrong hairstyle, wrong outfit, gloves replacing hand wraps during shadowboxing, unreadable boxing motion, unreadable text, messy overlays, flickering character sheet, glitchy heavy bag, teleporting objects, camera spinning too much, goofy expression.
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First, you must generate the character reference sheet and also storyboard on GPT Image first Here is the prompt to do it : Create a 16:9 cinematic anime storyboard reference sheet for a 15-second motion concept reel titled “NOX — Basement Round”. STYLE: Cinematic Semi-Realistic Anime Character Sheet Reel, clean cel-shading, sharp mature anime linework, painterly gritty basement background, high-contrast warm overhead lighting, raw underground boxing energy. The storyboard should feel like a director-approved animated concept presentation for an original anime boxer. Grounded, intense, stylish, premium, not fantasy. LAYOUT: The storyboard sheet must combine two zones: TOP / MAIN ACTION ZONE: Seven consecutive cinematic storyboard panels showing NOX’s intense boxing movement from 0.0s to 15.0s. BOTTOM / SIDE CHARACTER SHEET ZONE: A clean design-board section showing NOX full-body pose, front/side/back mini turnaround, boxing glove detail, hand wrap detail, shoe detail, face close-up, scar callout, and small typography labels. Add readable text: “NOX”, “BASEMENT ROUND”, “UNDERGROUND BOXER”, “LIGHTWEIGHT DIVISION”, “SELF-MADE FIGHTER”. CHARACTER LOCK: NOX is an early-20s underground boxer, lean muscular build, sharp focused eyes, short messy dark hair wet with sweat, rough facial structure, subtle eyebrow cut scar, small old scars on ribs, shirtless upper body, black boxing shorts, off-white hand wraps, dark boxing shoes. He looks cold, hungry, disciplined, and locked in. Maintain the same face, hairstyle, build, scars, outfit, and proportions across every panel. ENVIRONMENT LOCK: Dark cramped basement boxing gym, low concrete ceiling, old walls, exposed metal pipes, worn mats, hanging heavy bag, dusty air, training bench, single warm overhead bulb, cool dim side shadows. The entire storyboard remains in this same basement gym. PANEL 1 — 0.0s to 1.5s: Extreme close-up of NOX pulling his hand wrap tight. Veins, knuckles, wrap fibers, sweat, and wrist tension are visible. His fist closes hard. The shot feels compressed and aggressive from the first frame. PANEL 2 — 1.5s to 3.0s: Close-up 3/4 face angle. NOX raises his guard, breath visible through slightly parted lips, eyes locked forward under heavy warm top-shadow. Shoulders roll subtly, expression cold and hungry. PANEL 3 — 3.0s to 5.5s: Medium action shot. NOX launches an explosive shadowboxing combo: jab, jab, cross, compact slip left, heavy left hook. Punches are readable and snappy, with visible shoulder and hip rotation. Sweat flicks from the motion. PANEL 4 — 5.5s to 8.0s: Medium-wide footwork shot. NOX steps in, feints a body shot, weaves under an imaginary counterpunch, snaps a right uppercut, then pivots out. His feet are active, body low, movement brutal but controlled. Dust shifts under the overhead light. PANEL 5 — 8.0s to 10.5s: Low side-angle heavy bag impact. NOX attacks the hanging bag with jab, cross, left hook, right body hook. The bag swings violently, chain rattles, dust and sweat particles burst into the warm light cone. Impact feels heavy and grounded. PANEL 6 — 10.5s to 12.5s: Dynamic medium climax panel. NOX returns to pure shadowboxing with a fast controlled flurry: slip, cross, hook, weave, hook, rear uppercut. Camera energy pushes inward. His face shows grit but no overacting. PANEL 7 — 12.5s to 15.0s: Full-body hero finish. NOX stops after the combo with guard still raised, one foot forward, chest sweating, breathing heavy but calm. The heavy bag continues swinging in the background. Around him, the character sheet zone becomes clear: NOX title, front/side/back views, hand wrap and glove detail, face expression study, scar callout, boxing stance notes. CAMERA LANGUAGE: Mix extreme close-up, close-up, medium, medium-wide, low side angle, and full-body hero pose. Use slight handheld anime action energy, controlled push-ins, readable boxing mechanics, strong silhouettes, clear punch arcs, and practical motion blur. LIGHTING / MOOD: Warm overhead bulb, cool side shadows, harsh jaw and eye shadows, sweat highlights, dust in light, gritty basement atmosphere. Raw, lonely, intense, powerful. AVOID: no chibi, no childish cartoon, no 3D CGI, no photoreal live action, no fantasy glow, no magic energy, no fire effects, no superhero aura, no random flailing punches, no stiff body mechanics, no extra limbs, no distorted hands, no unreadable typography, no goofy face, no colorful clean gym, no identity drift between panels.
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Replying to @cyberlillycos
i love the brushed metal look you have all over the armor!!! very reminiscent of the insane linework in the manga
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Replying to @Tango21IX
the way the linework is done, realy fucks with the brain here, i see it upside down aswell, or, from below
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Unknown retweeted
Hanekawa. My girlfriend made the linework @saiko0179
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鳥獣戯画風イラスト生成できました! 全ユーザー対応のプロンプト載せておきます! Using the uploaded SNS profile screenshot as the sole character reference, convert the person or avatar into a Chojugiga (鳥獣戯画) style illustration — inspired by the 12th-century Japanese ink scroll featuring anthropomorphic animals in humorous and lively scenes. [CHARACTER FIDELITY — CRITICAL] - Preserve the character's species, facial features, beak, snout, ears, horns, and anatomy EXACTLY as shown in the reference - If bird: maintain correct beak shape and feather details - If animal/creature: maintain snout, ears, tail, and species-specific anatomy - Do NOT humanize non-human features or distort any facial parts - Convert the character into an anthropomorphic Chojugiga-style figure while keeping species identity intact [CHOJUGIGA ART STYLE] - Traditional Japanese emaki scroll illustration style - Expressive sumi ink brushstrokes with visible pressure variation - Hand-drawn feel, energetic ink linework - Color palette: monochrome ink wash base with selective traditional pigment accents — bengara red, gofun white, mineral blue, gold leaf - Character wears period-appropriate or fantasy garments that reflect their personality and hobbies - Background: aged washi paper texture with rich ink wash landscape elements such as mountains, bamboo, clouds, waves — fully detailed, no empty space - Decorative frame: hand-painted scroll border, aged parchment aesthetic, red hanko seal stamps as accent [SCENE & POSE] - Depict a dynamic, playful, and expressive action scene in Chojugiga tradition - Energetic upright posture, bold gestures, storytelling-driven composition - Expression: spirited and vivid, eyes sharp and full of life - Energy effects expressed as ink splatter, brushstroke explosions, and calligraphy-style motion lines — no modern particle effects [LIGHTING & QUALITY — CRITICAL] - High resolution output, ultra-detailed brushwork throughout - Dramatic ink wash lighting with strong contrast between light and shadow - Deep shadows and bright highlights — NO flat or even lighting - Volumetric depth in every element — character, background, and frame - Rich layered ink tones from deep black to pale wash - Every area of the image must be fully rendered — no blank or sparse zones [TEXT RULES — STRICT] - No long Japanese text, no flavor text, no profile bio reproduction - No SNS UI elements, no follower counts, no screen recreation - No illegible characters, no distorted kanji, no pseudo-Japanese, no mojibake / garbled text - Short character name in Japanese or katakana only if needed [NEGATIVE PROMPTS] Low resolution, blurry, pixelated, distorted face, collapsed facial features, misplaced beak, wrong anatomy, humanized animal face, merged facial features, flat lighting, even lighting, studio white lighting, shadowless, washed out, monotone plain background, empty background, excessive white space, large margins, blank areas, sparse composition, photorealistic, real photo style, photograph, 3D render, modern digital art, neon colors, clean vector lines, garbled text, mojibake, SNS screen, profile text copy, watermark, long text, flavor text, follower count display
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Replying to @i_have_eyes23
this is so cute and creative !!!! i love the way u do ur linework !!!!
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I watched the first two episodes of My Adventures with Superman because I wanted to understand why this animated series is rated so highly. I should also say this upfront: I am not a huge Superman fan. I know a bit of Kal-El’s lore, but I am definitely not someone who treats every version of the character as sacred. And honestly, there are things here that work. The animation style is probably the first thing that caught my attention. It feels like Western/American anime, and I mean that in a good way. The linework is clean, the flashbacks with Superman look nice, and the whole thing has this fast, colorful Cartoon Network energy. If I were a kid, I would probably be waiting for the next episode. The introduction is simple, short and efficient. Clark, Lois and Jimmy meet, the dynamic is set up quickly, and the show wastes no time getting to the action. Clark himself also feels authentic to how I understand Superman. He is modest, helpful, kind, and even when people hurt him, his first instinct is still to protect them. That part works. That is Superman. The humor is fine too. At times it reminded me a bit of Teen Titans or Scooby-Doo: light, energetic, slightly exaggerated. The show also clearly feels built for a modern younger audience. It is fast, constantly moving, and a little overstimulating. I am not sure if that is always a good thing, but it definitely makes the episodes easy to watch. But after two episodes, I also have a problem with the way this world is presented. So far, this does not really feel like “my adventures with Superman.” It feels more like “the adventures of Superman’s friends, with Superman around because the show needs him.” Lois is clearly the leader, the smart one, the person who pushes everything forward. Her little network of sources also has a girl as the leader. Livewire, the main villain introduced early, is also smart, strong, confident and dangerous. Meanwhile, the male characters often come across as gentle fools, awkward sidekicks or comic relief. Even Superman sometimes feels like a bit of a lovable loser who just happens to have powers. He still has to save people, obviously, but the framing is noticeable. Perry White is probably the one version I actually liked more than expected. His treatment of Clark, Lois and Jimmy reminded me a little of J. Jonah Jameson, not because he hates Superman, but because of that bossy newsroom energy. Then there is the character redesign issue. Lois Lane, usually white in most versions I know, is Asian here. Jimmy Olsen, traditionally a red-haired white character, is Black. Livewire, usually a pale punk/goth woman with blue hair, is changed too. Perry White is also Black here. Basically, almost everyone except Superman and his parents has been redesigned. And I always ask the same question: why? Why not just create new characters and new stories instead of constantly changing existing ones? I know some people do not care about this at all, and that is fine, but for me it feels forced. One small thing also confused me: Jimmy walks around with an old camera that looks like something from the 90s or earlier, while other technology around him feels much more futuristic, including Perry’s monitor. Maybe that is just a stylistic choice, trying to keep some classic Daily Planet flavor while modernizing the world, but it stood out to me. So far, I would give My Adventures with Superman a 5/10. It is not bad. It is watchable, colorful and clearly made with energy. I can understand why some people enjoy it. But personally? It does not really click with me. I do not think I will continue.
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Replying to @mihashista
idk but i think that dress looks drawn on like they jjst took a mizi art and slapped suas dress on and called it a day since the linework is different??? if anyone knows what i mean
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Replying to @pizza990
If Ai is so uncreative, why are you using technology (photoSLOP) to draw a cliche 100 ish year old Corporate SLOP character? Kind of proves all the screaming about AI is "Hallp us! Thur Turkin r jurrb!" and wanting to do one of 99 cover variants for the 1/2 issue of the re-re-re-release of Bat-Mutant...competing with 3rd worlders for the tragic low 'wages'... By all means I'd support a human ONLY league - but it'd have to be ANALOG. Rules - use any reference - pinterest, 3DCG, paused videos, models, persons... even Ai. BUT - NO TRACING. That means lightboard, projection, tracing over a monitor, camera obscura/lucida... ONLY eye to mind to hand to paper. 70% outside the computer - full linework and ideally color. Pencils, pens, brushes, inks, paints, paper, canvas. If you are afraid of ruining your ink work just photocopy it and color it. IF you color inside the computer ONE layer - "Auto Color" IS an Ai based tool just pre generative era. ONLY new characters, stories, independently owned... That remaining 30% where PhotoSLOP does minor corrections and prepares for print/web/distribution cost a LOT of "Jurrbz" and nobody cared... This would be a re-launch of the 1960s Underground Comix and early Direct Market 1980s movement in essence. The fans would besiege the local comic stores with requests to carry these on consignment - so no risk free inventory and $ is split if a sale, if not sold after a while they are moved to the next store and the creatives (and kind fans) need to pay for the printing of their books BUT this model they can do ultra low print runs. If these take off these first printings will be GOLD for collectors... Another cool thing - since there's AI and before we had bland PhotoSLOP tracing of Google/3D images we'll have what we had with this underground/direct market - a wild anarchy of styles and stories. They'll have to draw things good to look at and do good stories of course but won't be slaved to bland realism.... Nowadays the monopoly Corporate SLOP companies chew up and regurgitate mostly Bronze Age stories and the "Art" is bland realism from tracing so it's hard to tell one illustrator from another. The "Debate" on Ai again is just fear for one's "Jrrrb!" there's ZERO "Art" left, it's all just a craft and nobody cares that fabric, containers, utensils are all the same made by machines with slight variations, do they... And indies using Ai on their own isn't going to "Turk R Jurrb!" the big Companies are going to do it since they own the "Copyright" for all the "Bat-Mutants" ancient properties and all the Art is theirs to train an AI with no "Theft" at least well look how brutal they were to the various creators... Wouldn't it be COOL to see a shelf full of hand drawn comics forced by fans into every comic store as wild as the 80s and crazy as the 60s indies...? THAT should be the reaction to AI - a "Human League" for one field an individual or small team CAN master - the comic book. Not whining online "Hallp us! Turk R Jurrbz!"
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