Tereza
Character Sheet
Primeiro, faça ele
ser seu.
Esse é um prompt base. Copie e cole no Claude, GPT ou Gemini e peça para adaptar para o seu personagem.
Conte como ele é, o que veste e qual estilo visual você quer. Depois, use o prompt adaptado na sua ferramenta de imagem.
O texto menciona uma imagem de referência. Se mantiver essa instrução, anexe a referência de estilo que você quer seguir.
Create a premium, modern high-fashion CHARACTER CONCEPT ART SHEET in a 16:9 widescreen layout on a pure white background. THE ATTACHED REFERENCE IMAGE DEFINES THE ART STYLE. Treat it as a strict style bible and reproduce its exact rendering technique in every figure on this sheet. [STYLE, MIRROR THE REFERENCE EXACTLY]: Replicate the reference image's rendering verbatim: painterly matte digital gouache with flat posterized color blocks, NO outlines, hard-edged brush shapes, muted desaturated palette identical to the reference, identical brightness (light, airy, white background). [STYLE PROHIBITIONS, ABSOLUTE]: no outlines, no ink lines, no cel-shading, no anime style, no 3D render, no soft volumetric shading, no glossy highlights, no photorealism, no petite proportions. [PROPORTIONS]: Match the reference's exact body proportions: exaggerated tall fashion model anatomy (10 heads tall, towering height, extremely long stilt-like legs, small adult head). [SUBJECT_DESCRIPTION]: Extremely tall adult woman in her late 20s, weathered sharp face, sun-cracked lips, a single long thick braid crusted with dried white salt crystals. Outfit: oxidized sea-green rubber fisherman's bib overall cut off at mid-thigh, worn over a bleached sand-colored tank top, one heavy leather glove, tall matte-black rubber fishing boots. Faded turquoise tide-line markings ring her forearms and calves like water-level marks on a harbor wall. Magic Ability: She grips the horizon line where the sea meets the sky and peels it off the water like a ribbon, wielding it as a long whip of flat-painted blue glass that snaps and shatters into hard geometric shards. Layout Composition (Organize strictly into these sections): LEFT PANEL: METADATA & TURNAROUND. Large, bold vertical typography: "TEREZA" in clean, heavy sans-serif condensed font. Metadata Block: "ROLE: Tide Collector", "CORE MOOD: Patient Menace", "VISUAL SIGNATURE: The Stolen Horizon". MINI TURNAROUND: 3 small vertical figures (neutral, back, profile). SILHOUETTE STUDY: 3 solid-black silhouettes matching turnarounds. EXPRESSION STUDY (Bottom Left): 4 close-up headshots (flat unreadable stare, slow knowing half-smile, teeth clenched mid-effort, eyes narrowed reading the water). CENTRAL PANEL: THE CENTERPIECE. One giant, dominant full-body figure standing in a low braced stance with the glass horizon-whip trailing in a long flat arc behind her, maximum detail, perfect style-match to reference. RIGHT PANEL: MULTI-POSE & THEMATIC STUDIES. POSE STUDY: 4 small-to-medium dynamic stances (peeling the horizon line off the water with both hands, cracking the glass whip overhead, crouched low reading the wet sand, walking away dragging the whip through shallow water), handwritten-style labels. BOTTOM RIGHT PANEL: DETAIL STUDY. 5 small square crops: her weathered face and salt-crusted braid, the turquoise tide-line markings on her forearm, the oxidized sea-green rubber overall buckle, the tall black fishing boots half-sunk in wet sand, and a floating shard of the flat blue glass horizon. Handwritten labels.
Ambiente
Prompt base
Adapte para
o seu cenário.
Leve o prompt ao Claude, GPT ou Gemini e peça para adaptar ao ambiente da sua história.
Descreva o lugar, a luz e a atmosfera que você quer. Use a base como ponto de partida para construir o seu cenário.
Stylized 2D environmental concept art, matte digital gouache. Light and shadow separated into large masses with hard cut edges. Visible dry-brush texture, dry scumbling and occasional paint spatter inside the shapes. No outlines, no ink lines. SCENE: A boat graveyard on an exposed tidal flat at first light. Rotting wooden fishing hulls and one large beached trawler leaning at hard angles in wet rippled sand, broken masts, snapped mooring ropes, tangled nets half-buried. Completely empty, no characters, no vehicles. ATMOSPHERE & LIGHTING: Pale overcast dawn, high-key and hazy. A bone-white sky fills the top half of the frame and reflects in flat hard-edged sheets across the wet sand. Low sea mist between the hulls. The light is diffuse and bright, the shadows are warm and dirty, never black-hole dark. PALETTE: Warm bone off-white ground and sky, mud brown and olive-grey hulls, dirty near-black in the deepest shadow masses, warm sand ochre in the wet flats, and ONE single desaturated teal accent, appearing only in the standing tide pools. The teal must cover less than 8% of the image. COMPOSITION: Cinematic wide establishing shot, low camera near the waterline looking across the flats toward the beached trawler, extreme depth of field, landscape 16:9 aspect ratio. Large areas of empty pale ground, negative space is part of the design. PROHIBITIONS: Not a photograph, no 3D render, no CGI, NO CHARACTERS, no vehicles, no photorealistic sand or wood textures, no glossy reflections, no neon, no glow, no night scene, no anime, no lineart. Painterly 2D gouache only.
Vídeo
Estrutura baseMude a cena.
Mantenha a estrutura.
Essa é a estrutura de prompt com que encontrei melhores respostas no Seedance.
Cole no Claude, GPT ou Gemini e peça para adaptar ao seu vídeo, mantendo a estrutura como base. Conte o que acontece na cena e como você quer que ela se desenvolva.
Na adaptação, substitua as referências @Image1, @Image2, @Image3 e @img-4 pelas suas imagens. Neste exemplo, elas representam os dois personagens, o ambiente e o último frame da cena anterior. Ajuste também os nomes, as ações e a duração para o seu vídeo.
Cinematic 2.5D animation in fully painterly rendering. Characters and environments look like matte gouache concept-art paintings in motion, visible dry-brush texture and paint spatter inside the shapes, light and shadow separated into large masses with hard cut edges, no outlines, muted dirty palette. NOT flat 2D cartoon, NO bold black outlines, NOT glossy CGI, NO photorealism, NO neon glow. REFERENCE ROLES: @Image1 is TEREZA's design and the rendering style. @Image2 is CAIM's design and his weapon. @Image3 is the location only. @img-4 is the exact final frame of the previous shot: match its lighting, its crater in the sand, the position of both characters and their level of wear, and continue directly from it. Do not use @Image1 or @Image2 for the environment. Do not use @Image3 for characters. Do not use the white backgrounds, layout panels, typography or labels of @Image1 and @Image2. Never show text on screen. WORLD: @Image3. A boat graveyard on an exposed tidal flat at first light, pale overcast bone-white sky, mud brown and olive-grey hulls, warm sand ochre wet flats, one desaturated teal accent in the tide pools, low sea mist. CRITICAL: the water on this flat is never deeper than ankle height. It is a drained tidal flat of packed wet sand, not a sea or a pool. No deep water, no swimming, no submersion, no underwater shots, no bubbles, no shafts of light through water. Every fall lands on hard wet sand. CHARACTERS: TEREZA maps to @Image1: an extremely tall lean adult woman, deep brown skin, sharp weathered face, one very long thick dark braid crusted with white salt, mud-caked dark olive rubber apron-overall with a torn ragged hem over a dirty cream tank top, one black leather glove on her right hand, tall matte-black rubber fishing boots, flat desaturated teal painted bands on her upper left arm and boot tops. Ten heads tall, elongated, fast and long-limbed. CAIM maps to @Image2: a colossal bald male brute with ashen grey-green skin, a long scar across his crown, heavy brow and jowled jaw, no neck, filthy long olive-green canvas coat open over a bare grey chest, black trousers with strapped knee pads, heavy leather boots. His weapon is a compact rusted iron anchor on a thick large-link chain. Six heads tall, squat, three times her width, immensely heavy. Despite his weight he strikes FAST: short, whip-quick snaps of the anchor, no slow wind-ups. The two characters must remain completely distinct at all times. Never blend, swap or duplicate their features. TEREZA'S WEAPON: a whip of hard angular teal crystal shards peeled off the horizon line, flat-painted and matte, with NO glow, NO transparency and NO neon. BLOOD: stylized animation blood, flat-painted in dark desaturated brick red, thrown as hard-edged arcs and spatter shapes across the pale sand. Graphic and bold, never wet or glistening, no anatomical wounds, no gore detail. CRITICAL GRAPPLE RULE: Caim grabs two different things at two different moments, and they must never be confused or swapped. From 9 to 15 seconds he grabs ONLY the teal crystal whip, never her hair. During that entire stretch Tereza's braid stays behind her back, untouched, and no hair is ever in his hand. Only from 19 seconds onward, once she is already down on the sand, does he grab her braid. Never show him holding the braid and the whip at the same time. OVERALL ACTION: the opening round of a brutal one-on-one brawl. Tereza is faster and longer and draws first blood. Caim catches her weapon bare-handed, reels her in, knocks her down with one punch, then drags her and throws her into a wreck. SHOT DESIGN (8 beats, 30 seconds): 0-3s: Camera close over Tereza's shoulder. Caim snaps the anchor forward on its chain like a jab, straight at the lens. She slips her head aside without moving her boots at all. 3-6s: Wide low angle from the flats. He fires two more fast horizontal snaps. She folds at the waist under the first, boots planted, then leans back under the second, braid sweeping behind her. 6-9s: On the recovery she rips the horizon line off a shallow tide pool in one motion and cracks the teal shard-whip across his chest. Macro on the impact: a hard flat arc of dark brick red spatters across the pale sand behind him. 9-12s: He does not flinch. Tight macro shot as his enormous bare fist closes around the teal crystal whip itself in mid-air, gripping the shards, blood running between his fingers. He is holding the weapon, not her hair. Her braid remains behind her back, far from him. 12-15s: Wide shot. He hauls the whip toward himself in one violent pull, ripping Tereza off her feet and dragging her skidding across the wet sand into his reach, her boots carving two long furrows. 15-19s: He throws one short, brutal punch. Camera low and tight on the impact. She is launched backwards and slams flat onto the packed wet sand, a thin skin of surface water bursting outward in flat hard shapes. The teal whip scatters into loose dull shards around her. 19-23s: He walks to her, closes his fist around her long braid for the first time, and hauls her across the wet sand behind him, chain rattling, her body carving a wide trail through the flats. 23-27s: He hurls her into the rotted hull of a beached fishing boat. The planks burst outward into flat angular splinters and she disappears into the wreck. 27-30s: Low close-up of Tereza inside the wreckage, breathing hard, blood running from a split lip. She turns her head and spits a hard flat arc of dark brick red blood onto the pale sand, leaving a visible stain, presses her open palm against the wet ground, and the slow knowing half-smile arrives. Hold final frame. SOUND: No BGM. Generate only environmental sounds and action sounds. <fast iron anchor snapping through air> <chain links rattling and dragging> <a hard whip crack followed by shattering crystal> <crystal shards grinding inside a closing fist> <one heavy bare-knuckle punch> <a body slamming onto packed wet sand> <a body being dragged through wet sand> <rotten planks splintering> <ragged breathing> <low ocean wind and distant surf throughout>. No dialogue, all mouths naturally closed. No subtitles, no text overlays. Weighty natural character animation, immense kinetic physics, clear spatial continuity between the two fighters, filmic 24fps shutter, shallow depth of field. Same characters throughout, consistent clothing, unchanged hairstyles, clear facial features, stable faces, no distortion, natural fluid motion, no stiffness. NOT flat 2D cartoon, no bold outlines, no cel shading, not glossy CGI, not Unreal Engine, no photorealism.