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eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, 16:9, 24mm, no text, no people. realistic materials with eastern-inspired forms; rain, mist and atmospheric perspective creating clear foreground, midground and background depth; cinematic lighting with cool moonlight from the upper right picking out every broken edge, soft ambient fill keeping the shadow side readable. a broken stone platform on a cliff edge outside an ancient temple, night rain. the platform is a wide slab of dark bluestone, its flagstones uneven and slick with water, thin streams running through the cracks; the outer edge has given way in jagged chunks, leaving a few broken stubs of the original carved balustrade. a shallow pool fills the deepest hollow near the center, mirroring a slice of the sky. behind the platform, a short flight of stone steps climbs to the temple gate, half seen through the rain; its upturned eaves and chipped roof tiles read only as a dark silhouette, a faint warm line of lantern light bleeding from under the eave. fallen pieces lie across the platform — a section of painted beam, scattered roof tiles, and a chunk of a carved column lying on its side, half sunk in the wet moss. the drop beyond the edge disappears into a churning cloud sea below; thin rain veils the far side, where a few distant floating peaks are barely visible as gray shapes. foreground: out-of-focus broken balustrade stub and wet moss. midground: the cracked platform, the shallow pool, the fallen beam and column chunk. background: the temple gate silhouette, its faint lantern glow, and the cloud sea falling away. lighting: cool moonlight from upper right, one small warm accent from the lantern under the eave, long specular streaks on the rain-darkened stone, shadow detail preserved in the moss and cracks. negative: text, watermark, logo, border, people, human figures, rain drawn as a static texture, plastic look, flat lighting, unclear silhouette, overexposed, low resolution, blurry, noise, cartoon, clutter.
【角色】炼气后敌-05「炼气期·后期·落霞剑宗·攻山先锋剑卫」;【动作】待机战斗母帧。造型锁定:国风二次元工笔画二维动态立绘,全身像,人物居右朝向左侧我方阵位(半侧面正面全身构图)。炼气后期精英敌人-05落霞剑宗·攻山先锋剑卫,相貌俊朗却神情倨傲冷酷的外宗精锐剑修,高束马尾戴赤金飞霞冠。身穿落霞剑宗标志性的朱砂红、橘金与月白渐变流云剑袖锦袍,外罩亮银护心镜与护肩甲;右手斜执一柄剑身镌刻赤金云纹的一阶极品「落霞赤纹长剑」,剑尖流淌晚霞般绚烂火光。工笔画游丝描与铁线描勾勒,朱砂、珊瑚红、泥金、蛤粉三矾九染,宣纸底纹,无文字。。【镜头/色彩】16:9横版二维战斗立绘演出,敌方主体位于画面右侧并面向左方玩家阵位,国风二次元精细工笔线描结合半厚涂,玄黑深青暗质、冰青冷白透明气流与极少古金能量节点,逆光和细线轮廓光,背景低复杂度;单角色单动作单画面,无ui文字,动态表现可拆分为立绘位移/缩放/局部骨骼、特效层与命中事件。【动作设计】面向左侧保持攻击前的准备姿态,控住重心与视线,兵器尖端逐渐高亮;剑锋与身体结构位置清楚,不发生实际攻击。背景场景锚点:第一区域《天倾宗庭》外宗攻山主力精锐;呼吸、衣摆/鳞甲微动、极淡散逸灵息仅作为循环局部动画。【时间/素材】循环约1.5秒,起止画面姿态一致,不产生伤害事件。【负面】禁止3d建模、真实摄影人脸、q版、像素、裁切头部足部、换脸换装、换武器、额外肢体、多主体拼贴、武器漂浮、霓虹泛光、脏污噪点、字幕水印;保持角色与武器外形一致。 【炼气期·后期·落霞剑宗·攻山先锋剑卫】
【角色】炼气后敌-04「炼气期·后期·衡烛山阵堂执旗校尉」;【动作】待机战斗母帧。造型锁定:国风二次元工笔画二维动态立绘,全身像,人物居右朝向左侧我方阵位(半侧面正面全身构图)。炼气后期精英敌人-04衡烛山阵堂执旗校尉,神色威严冷酷的阵堂精锐军官,头戴八角青铜阵冠。身穿玄黑织金八卦云雷纹阵师半甲长袍,背后靠旗架插着四面绣有四象符文的黑金小阵旗;右手擎一杆丈二高的一阶极品「锁谷玄铁阵幡」,黑绸幡面上以泥金书写盘旋烛龙阵篆,左手掐九宫印决。脚下浮现微光地脉罗盘。工笔画铁线描勾勒,松烟墨、石青、泥金、朱砂三矾九染,宣纸底纹,无文字。。【镜头/色彩】16:9横版二维战斗立绘演出,敌方主体位于画面右侧并面向左方玩家阵位,国风二次元精细工笔线描结合半厚涂,玄黑深青暗质、冰青冷白透明气流与极少古金能量节点,逆光和细线轮廓光,背景低复杂度;单角色单动作单画面,无ui文字,动态表现可拆分为立绘位移/缩放/局部骨骼、特效层与命中事件。【动作设计】面向左侧保持攻击前的准备姿态,控住重心与视线,兵器尖端逐渐高亮;符纸边沿与身体结构位置清楚,不发生实际攻击。背景场景锚点:第一区域《山尽人间》20追兵封谷 / 内门阵枢;呼吸、衣摆/鳞甲微动、极淡散逸灵息仅作为循环局部动画。【时间/素材】循环约1.5秒,起止画面姿态一致,不产生伤害事件。【负面】禁止3d建模、真实摄影人脸、q版、像素、裁切头部足部、换脸换装、换武器、额外肢体、多主体拼贴、武器漂浮、霓虹泛光、脏污噪点、字幕水印;保持角色与武器外形一致。 【炼气期·后期·衡烛山阵堂执旗校尉】
eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, 16:9, no text, no people. realistic materials with eastern-inspired forms; rain, mist and architecture layering foreground, midground and background; cinematic lighting with cool moonlight from the upper left, warm accents only from two hanging lanterns. an ancient temple courtyard at night in the rain. bluestone flagstones slick with water, cracks holding thin streams; a shallow pool spreads across the center, mirroring the gate and a slice of sky. the mountain gate stands at the top of five wide steps; its eaves drip in a continuous line, and the vermilion pillars are streaked where the paint has run. faded yellow banners hang heavy with water, twisting slowly. two paper lanterns hang beneath the eaves on the left, their light pooling on the wet stone. a bronze incense burner sits off-center, ash turned to grey paste, its lid slightly ajar. a large old pine leans over the right wall, needles beaded with rain. the main hall behind the gate is deep in shadow, only its bracket sets catching the edge of moonlight. foreground: out-of-focus stone lion shrouded in rain haze and a fallen banner. midground: wet courtyard, pool, burner, lantern light. background: the gate, dripping eaves, and a wall of darkness beyond. lighting: cool moonlight from upper left rimming the gate roof and the pine; two warm lanterns as the only warm accent; wet surfaces catching long specular streaks; shadow detail preserved on stone and timber. negative: text, watermark, logo, border, people, human figures, rain drawn as a static texture, plastic look, overexposed, low resolution, blurry, noise, cartoon, clutter.
eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, 16:9, no text, no people. realistic materials with eastern-inspired forms; atmospheric perspective creating extreme depth; cinematic lighting with the key light from a rift in the sky above, soft fill lifting the shadow side of the isles. a night sky above a cluster of floating isles. a dozen islands of different sizes drift above the cloud sea, broken chains and old roots hanging from their undersides, thin stone bridges connecting some of them with spans missing. on the largest island stands a white hall with only half of it left, its eaves rising into the air, a few lamps still burning at the corners. the whole cloud sea is tinted pale violet by light rising from below; a very faint star river crosses the sky, its light broken into fine bright points across the cloud surface. slow ribbons of light drift inside the clouds, as if something were moving through them. foreground: out-of-focus island edge and hanging roots. midground: floating isles, broken bridge, half-ruined hall. background: pale violet cloud sea, the star river, a single point of light at the deepest part of the sky. lighting: overall cool with only one warm accent — the lamps at the eaves; starlight and cloud reflections build cool layers, stone and timber detail retained in shadow. negative: text, watermark, logo, border, people, human figures, deformed structures, plastic look, star field smeared into one blob, overexposed, low resolution, blurry, noise, cartoon, clutter.
eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, 16:9, no text, no people. realistic materials with eastern-inspired forms; mist and atmospheric perspective creating clear foreground, midground and background depth; cinematic lighting with one clear key light, soft ambient fill, rim light on cloud edges, shadows retaining detail. an immortal terrace floating above a sea of clouds at dawn. a single slab of polished pale jade platform drifts in the churning cloud sea, its surface carved with fine shallow cloud patterns, the edges broken away to reveal the raw stone core. three slender white stone pillars stand at the center, half-transparent ribbons of light hanging from their tops, swaying slowly and dissolving into fine luminous dust at the tips. a few stone steps at the outer edge step directly into the cloud and disappear. in the distance, layered floating peaks cut off by mist show only their upper halves and the waterfalls pouring from them; the falls break into spray halfway down, a very faint rainbow hanging in it. foreground: out-of-focus carved balustrade and a few drifting petals. midground: jade platform, three pillars, hanging light ribbons. background: churning cloud sea, floating peaks, waterfall spray, a pale moon low in the sky and a faint band of aurora. lighting: soft and cool, warm gold catching the cloud edges and the waterfall spray; fine luminous dust suspended in the air, visible in the beams without obscuring the main forms. negative: text, watermark, logo, border, people, human figures, deformed structures, plastic look, soft-focus mush, unclear silhouette, overexposed, low resolution, blurry, noise, cartoon, clutter.
eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, pure white background, no text. realistic materials with idealized stylized character design, natural body proportions, refined face with true three-dimensional structure, long hair with clear strand groups and fine flyaway hairs, layered clothing with real differences in thickness and fabric texture, metal weapon with soft reflections and a sharp bright edge. cinematic lighting, one clear key light from the upper left, soft ambient fill, rim light tracing the silhouette, shadows retaining detail. character: a 27-year-old man, broad and heavy-set, wide shoulders, thick neck, visibly muscled arms. rugged but well-structured face, high cheekbones, square jaw, short stubble, a faint old pale line running from his left brow to his cheekbone. hair half tied back, loose locks at the temples and nape, a few strands stuck to damp skin. forearms wrapped in frayed hemp cloth, edges worn. three garment layers with clearly different weight: an inner dark grey coarse cloth robe (light-absorbing, rough), a mid layer of black heavy brocade outer robe (subtle woven pattern, catching a dull sheen in the light), and an outer short mantle torn halfway off, raw frayed edge. a wide crimson woven sash at the waist, tied tight enough to press creases into the cloth. worn hem with uneven edges. weapon: a heavy-backed broken dao, dark red blade with visible forge marks and dull patina, thick spine, one clear chip missing from the edge, grip wrapped in worn hemp cord, muted metal with only the cutting edge bright. layout: character reference sheet — left one third is a large high-resolution front face close-up; right two thirds shows three full-body views in a standing pose, front, side and back, the dao held in his right hand with the tip down; below, an exploded diagram of the three garment layers and detail shots of the sash, the chipped edge and the wrapped forearms. all views share identical proportions. negative: text, watermark, logo, border, signature, extra people, deformed hands, extra fingers, plastic skin, flat lighting, overexposed, low resolution, blurry, noise, cartoon, chibi, figurine look, cluttered composition.
eastern xianxia fantasy, high-quality 3d animation and game cinematic cg look, ue5-style rendering, pbr materials, pure white background, no text. realistic materials with idealized stylized character design, natural body proportions, refined face with true three-dimensional structure, long hair with clear strand groups and fine flyaway hairs, layered clothing with real differences in thickness and fabric texture, metal weapon with soft reflections and a sharp bright edge. cinematic lighting, one clear key light from the upper left, soft ambient fill, rim light tracing the silhouette, shadows retaining detail. character: a 23-year-old man, lean and upright, straight shoulders, narrow waist. refined and composed face, defined brow and nose, clean jawline, pale skin, thin lips, calm cool eyes. hair tied up with a silver crown, long black hair falling in about a dozen clear locks behind the crown, a few loose strands pasted to his temple. three garment layers with clearly different weight: an inner off-white coarse linen cross-collar robe (matte, visible weave), a mid layer of white satin narrow-sleeve sword robe (soft sheen on the folds), and an outer half-transparent rain-gauze mantle (thin, translucent, woven threads visible at the hem). white jade clasp on a deep teal woven belt. two-layer hem, short inner and long outer, the layering visible as it lifts. weapon: a narrow-bladed longsword, a faint frost-white line running along the ridge of the blade, white jade cloud-pattern guard, a wet tassel hanging from the pommel, polished steel with a bright cutting edge. layout: character reference sheet — left one third is a large high-resolution front face close-up; right two thirds shows three full-body views in a standing pose, front, side and back, the sword held in his right hand; below, an exploded diagram of the three garment layers and detail shots of the belt, the hair crown and the sword guard. all views share identical proportions. negative: text, watermark, logo, border, signature, extra people, deformed hands, extra fingers, plastic skin, flat lighting, overexposed, low resolution, blurry, noise, cartoon, chibi, figurine look, cluttered composition.
【角色】炼气后敌-03「炼气期·后期·栖川水帮·分水刺客」;【动作】待机战斗母帧。造型锁定:国风二次元工笔画二维动态立绘,全身像,人物居右朝向左侧我方阵位(半侧面正面全身构图)。炼气后期普通敌人-03栖川水帮·分水刺客,身形瘦削阴冷的地下暗渠水鬼刺客,黑绸蒙面,仅显出一双泛着幽绿冷光的细长双眸。身穿紧身贴体的宋制墨青鲨鱼皮夜行水靠,肩肘与膝盖缀有流线型乌铜分水刺甲,腰悬水鬼闭气葫芦与暗器囊;左右双手反握一对带旋转指环的寒铁分水双短刀与蛾眉刺,半蹲于幽暗水波之上。工笔画铁线描与游丝描勾勒,花青、松烟墨、石绿、泥金三矾九染,宣纸底纹,无文字。。【镜头/色彩】16:9横版二维战斗立绘演出,敌方主体位于画面右侧并面向左方玩家阵位,国风二次元精细工笔线描结合半厚涂,玄黑深青暗质、冰青冷白透明气流与极少古金能量节点,逆光和细线轮廓光,背景低复杂度;单角色单动作单画面,无ui文字,动态表现可拆分为立绘位移/缩放/局部骨骼、特效层与命中事件。【动作设计】面向左侧保持攻击前的准备姿态,手印、符阵或生灵灵窍聚气;刀锋与身体结构位置清楚,不发生实际攻击。背景场景锚点:第一区域《栖川城》下层暗渠/黑水鬼市;呼吸、衣摆/鳞甲微动、极淡散逸灵息仅作为循环局部动画。【时间/素材】循环约1.5秒,起止画面姿态一致,不产生伤害事件。【负面】禁止3d建模、真实摄影人脸、q版、像素、裁切头部足部、换脸换装、换武器、额外肢体、多主体拼贴、武器漂浮、霓虹泛光、脏污噪点、字幕水印;保持角色与武器外形一致。 【炼气期·后期·栖川水帮·分水刺客】