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Master Character Reference Sheet Prompt

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Master Character Reference Sheet Prompt A comprehensive prompt for generating a professional master character reference sheet with 20 detailed sections covering identity lock, turnaround, expressions, materials, and production consistency for AI image/video generation, animation, games, and cinematic production.

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Using the character reference image I upload, create a professional MASTER CHARACTER REFERENCE SHEET designed for consistent AI image generation, AI video generation, animation, games and cinematic production. IMPORTANT: The uploaded image is the SINGLE SOURCE OF TRUTH. This is NOT a redesign task. Do not create a new character. Do not reinterpret, beautify, simplify, age-shift or redesign the character. Automatically analyze the uploaded reference and preserve the character exactly as shown. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” IDENTITY LOCK - HIGHEST PRIORITY โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Every representation on the sheet must depict EXACTLY THE SAME CHARACTER. Preserve exactly: โ€ข face geometry โ€ข skull and head shape โ€ข eye shape, spacing and color โ€ข eyebrows โ€ข nose โ€ข lips โ€ข jawline and chin โ€ข ears โ€ข skin tone โ€ข apparent age โ€ข hairstyle and hairline โ€ข hair length and volume โ€ข hair colors and gradients โ€ข body proportions โ€ข shoulder / torso / waist / hip proportions โ€ข arm and leg proportions โ€ข hands and feet โ€ข outfit construction โ€ข outfit colors โ€ข footwear โ€ข materials โ€ข accessories โ€ข signature props โ€ข asymmetrical features โ€ข all character-specific details Never allow identity drift between panels. Different angles, expressions and poses must still look unmistakably like the SAME person or character. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” SHEET DESIGN โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Format: 16:9 landscape. Background: clean neutral off-white / very light warm gray. Presentation: premium professional game / animation / cinematic production model sheet. Use: โ€ข clean editorial grid โ€ข strong information hierarchy โ€ข consistent margins โ€ข generous spacing โ€ข aligned modules โ€ข thin technical separators โ€ข concise readable English labels โ€ข consistent character scale The main identity and turnaround must receive the greatest visual emphasis. No watermark. No fake brands. No unnecessary logos. No decorative clutter. No random text. Maintain the EXACT visual style of the uploaded character: photorealistic, semi-realistic, anime, stylized 3D, 2D, pixel art, etc. Never mix rendering styles. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 01 - MAIN IDENTITY โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create one large definitive HERO representation. Automatically infer the character's visual identity from the reference. Include concise fields when confidently inferable: CHARACTER NAME: [use provided name; otherwise leave generic] ROLE / IDENTITY AGE / AGE RANGE PERSONALITY: 3โ€“5 keywords CORE THEME: one short sentence Do not invent lore when it is not supplied. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 02 - FULL BODY TURNAROUND โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show: โ€ข FRONT โ€ข FRONT-LEFT 3/4 โ€ข LEFT PROFILE โ€ข BACK โ€ข RIGHT PROFILE โ€ข FRONT-RIGHT 3/4 All views must use: โ€ข identical character โ€ข identical scale โ€ข identical baseline โ€ข neutral standing pose โ€ข consistent proportions โ€ข identical outfit construction โ€ข identical accessories โ€ข identical hair length No dramatic perspective. Do not mirror one side to fake the opposite side. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 03 - BODY PROPORTION SYSTEM โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create a technical proportion guide showing: โ€ข total height โ€ข head-to-body ratio โ€ข shoulder width โ€ข torso length โ€ข waist position โ€ข hip width โ€ข arm length โ€ข leg length โ€ข hand scale โ€ข foot scale The uploaded reference determines the proportions. Do NOT modify the body toward generic beauty standards. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 04 - SILHOUETTE LOCK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show solid silhouettes: โ€ข FRONT โ€ข SIDE โ€ข 3/4 Preserve recognizable hair volume, body proportions, clothing shape, footwear and signature features. The character should remain recognizable from silhouette alone. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 05 - FACE IDENTITY LOCK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show the SAME neutral face from: โ€ข FRONT โ€ข 3/4 LEFT โ€ข 3/4 RIGHT โ€ข PROFILE LEFT โ€ข PROFILE RIGHT Lock: โ€ข eye spacing โ€ข eye size โ€ข nose projection โ€ข lip volume โ€ข jawline โ€ข cheek structure โ€ข forehead โ€ข chin โ€ข ears โ€ข hairline This section exists specifically to prevent FACE DRIFT. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 06 - HEAD & CAMERA STRUCTURE โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show: โ€ข EYE LEVEL โ€ข LOOKING UP โ€ข LOOKING DOWN โ€ข MILD HIGH ANGLE โ€ข MILD LOW ANGLE Camera elevation must NOT change facial anatomy. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 07 - EXPRESSION SYSTEM โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show 8 expressions using the SAME face: โ€ข NEUTRAL โ€ข HAPPY โ€ข CURIOUS โ€ข SURPRISED โ€ข DETERMINED โ€ข ANGRY / TENSE โ€ข SAD โ€ข EXCITED / RELAXED Adapt expressions only when necessary for the character's personality. Expressions change acting - NOT identity. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 08 - MICRO-EXPRESSIONS / ACTING LOCK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create close facial crops showing: โ€ข EYE TENSION โ€ข SLIGHT SMILE โ€ข MOUTH TENSION โ€ข SUBTLE FEAR / CONCERN โ€ข CONTROLLED BREATH / RECOVERY These references are specifically intended for subtle AI video facial animation. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 09 - HAIR SYSTEM โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Document: โ€ข FRONT โ€ข SIDE โ€ข BACK โ€ข hairline โ€ข bangs โ€ข roots โ€ข tips โ€ข gradients โ€ข ornaments โ€ข distinctive strands When appropriate, include a small movement reference: REST โ†’ TURN โ†’ WIND โ†’ RECOVERY The hairstyle must remain structurally identical during motion. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 10 - OUTFIT CONSTRUCTION โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Document the canonical outfit: โ€ข FRONT โ€ข SIDE โ€ข BACK Include close-ups of important layers and construction: โ€ข top โ€ข bottom โ€ข jacket โ€ข skirt / pants โ€ข belt โ€ข straps โ€ข gloves โ€ข stockings โ€ข footwear โ€ข armor โ€ข jewelry Show construction details. Do NOT invent alternative costumes. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 11 - MATERIAL & TEXTURE REFERENCE โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create macro samples of every relevant material. Examples: โ€ข skin โ€ข hair โ€ข cotton โ€ข denim โ€ข leather โ€ข silk โ€ข metallic fabric โ€ข steel โ€ข chrome โ€ข plastic โ€ข rubber โ€ข fur โ€ข glass Materials must match the uploaded reference. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 12 - ACCESSORIES & SIGNATURE PROPS โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Isolate all important accessories and signature objects. Document: โ€ข geometry โ€ข orientation โ€ข color โ€ข material โ€ข attachment point โ€ข relative scale Do NOT invent accessories. Signature elements must never randomly disappear in later generations. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 13 - HAND & INTERACTION LIBRARY โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Show: โ€ข RELAXED HAND โ€ข FIST / TENSION โ€ข POINTING โ€ข GRIPPING โ€ข TOUCHING FACE If a signature object exists, also show: โ€ข SIGNATURE GRIP / INTERACTION Examples: weapon grip, motorcycle handlebar, camera, microphone, remote control, tool, etc. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 14 - CHARACTER POSE LANGUAGE โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create 3โ€“6 full-body poses that express THIS CHARACTER'S natural personality and movement language. Possible categories: โ€ข relaxed โ€ข confident โ€ข alert โ€ข defensive โ€ข playful โ€ข action-ready Avoid random fashion-model poses unless appropriate to the character. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 15 - COLOR PALETTE โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Extract the canonical palette from the reference. For each important color show: โ€ข color swatch โ€ข HEX value โ€ข application Examples: HAIR BASE HAIR TIP SKIN EYES PRIMARY OUTFIT SECONDARY OUTFIT ACCENT METAL FOOTWEAR โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 16 - SECONDARY MOTION SYSTEM โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Document flexible elements such as: โ€ข hair โ€ข ponytail โ€ข skirt โ€ข coat โ€ข scarf โ€ข chains โ€ข jewelry โ€ข tail โ€ข ears โ€ข wings โ€ข loose fabric Show: REST โ†’ MOVEMENT โ†’ MOMENTUM โ†’ RECOVERY Secondary elements must react physically to character movement. They must not move independently without physical cause. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 17 - ASYMMETRY LOCK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Explicitly document every left/right difference. Examples: โ€ข heterochromia โ€ข split hair colors โ€ข scars โ€ข tattoos โ€ข piercings โ€ข hair ornaments โ€ข patches โ€ข mechanical parts โ€ข asymmetric clothing โ€ข markings Clearly label: CHARACTER LEFT CHARACTER RIGHT Never mirror, swap or relocate these features. โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 18 - KEY DETAIL CLOSE-UPS โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Include 4โ€“8 identity-critical macro details. Examples: โ€ข eyes โ€ข lips โ€ข hair gradient โ€ข piercing โ€ข tattoo โ€ข fabric pattern โ€ข footwear construction โ€ข emblem โ€ข accessory โ€ข signature prop โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 19 - IDENTITY LOCK: DO NOT CHANGE โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Create a clearly visible production block: DO NOT CHANGE: โœ• FACE GEOMETRY โœ• EYE SHAPE / COLOR โœ• NOSE / LIPS โœ• AGE APPEARANCE โœ• SKIN TONE โœ• HAIRLINE โœ• HAIRSTYLE / LENGTH โœ• HAIR COLOR / GRADIENT โœ• BODY PROPORTIONS โœ• LEFT / RIGHT FEATURES โœ• OUTFIT CONSTRUCTION โœ• OUTFIT COLORS โœ• MATERIALS โœ• SIGNATURE ACCESSORIES โœ• CHARACTER-SPECIFIC DETAILS โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” 20 - AI PRODUCTION LOCK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” THIS MUST BE THE SAME CHARACTER IN EVERY PANEL. The uploaded reference is the SINGLE SOURCE OF TRUTH. Never: โ€ข redesign โ€ข beautify โ€ข simplify โ€ข exaggerate โ€ข change apparent age โ€ข change facial anatomy โ€ข change body proportions โ€ข change hairstyle โ€ข change hair length โ€ข change eye colors โ€ข change skin tone โ€ข swap left/right features โ€ข alter outfit construction โ€ข invent accessories โ€ข remove signature elements โ€ข reinterpret materials โ€ข introduce style drift Different camera angles, expressions, poses, lighting and actions must NEVER create a different character. IDENTITY CONSISTENCY > BEAUTIFICATION REFERENCE ACCURACY > CREATIVE INTERPRETATION PRODUCTION CONSISTENCY > VISUAL NOVELTY โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” FINAL QUALITY CHECK โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” Before finalizing, verify: โœ“ same identity in every panel โœ“ same facial anatomy โœ“ same body proportions โœ“ same hairstyle โœ“ same outfit โœ“ correct left/right features โœ“ consistent character scale โœ“ complete turnaround โœ“ no missing accessories โœ“ no contradictory views โœ“ no malformed hands โœ“ no cropped important anatomy โœ“ no style drift The final result must function as a MASTER SOURCE OF TRUTH that another AI image model, AI video model, animator, 3D artist or game artist can use to reproduce the character consistently. --- Companion prompt from the same thread --- Inspired by this prompt, I refined my own character reference sheet workflow. This is Hana , one of the characters from YABAI โ—๏ธ the game I released this week.๐Ÿ•น๏ธ๐Ÿ”ฅ๐Ÿœ I hope the template helps you create characters that stay more consistent across every image, scene, and video.

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Categories:creative| twitter| character-reference-sheet| ai-image-generation

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