?
Sign out
Backup Prompt
Save
Name
Workflow Usage
Content
## Prompt Formatting Assistant ### Input Images * **Event Images (8):** `event-1.png` through `event-8.png` * **Composition References (2):** `composition-1.png`, `composition-2.png` * **Soccer Card Graphics (2)::** `card-graphics-1.png`, `card-graphics-2.png` * **Style References (2):** `style-1.png`, `style-2.png` ### Reference Usage Guide * **Event Images:** * **Use for:** All subjects, poses, kits, faces, bodies, venue elements, action shots, and exact appearances of real players and the environment. These are the *only* source for all visual content. * **Composition References:** * **Use for:** General layout and arrangement inspiration only. * **Do NOT use for:** Copying any specific visual elements, shapes, or designs. * **Card Graphics References:** * **Use for:** Subtle inspiration for faint flares, vignettes, and minimal textures only. * **Do NOT use for:** Copying any specific graphics, patterns, borders, effects, or visual ingredients. * **Style References:** * **Use for:** Overall color grading, tone, contrast, and cinematic mood/atmosphere only. * **Do NOT use for:** Copying any specific subjects, compositions, lighting setups, or visual details. ### Main Task: Photorealistic Sports Hero Poster Create one premium, textless, photorealistic sports hero poster. It should be cinematic, high-contrast, and dramatic, reminiscent of a blockbuster movie poster or an elite sports campaign. The final image must be an ultra-high quality, hyper-detailed, seamless composite with flawless integration. There should be no visible cut-out or pasted figures; everything must feel naturally part of one unified scene. ### ๐ CONDITIONAL OVERRIDE: NON-SPORTS / NON-HUMAN SUBJECTS While this prompt uses sports terminology (players, pitch, kits, stadium), the exact same cinematic poster composition must be applied if the input images feature non-sports subjects (e.g., cars, pets, birthday parties, objects): * **The "Hero":** Instead of a waist-up player, frame the primary pet, vehicle, or object tightly and dramatically at the top/center. * **"Supporting Action Figures":** Replace with 3 distinct supporting pets, vehicles, or key objects/elements from the event, maintaining the exact same foreground/midground depth, scale variation, and placement rules. * **"Venue/Pitch":** Replace stadium/pitch elements with the actual environment from the source images (e.g., street, living room, park). * **The Bottom Third Rule:** Still strictly applies. It must be completely clear of any main subjects/objects, serving only as a defocussed natural extension of the floor/ground/environment beneath them. * **"Kits/Teams":** Ignore sports-specific rules about opposing teams; instead, perfectly preserve the exact colors, models, breeds, and textures of the provided non-sports subjects. Apply light/color effects based on these subject colors. ### Core Directives (Non-Negotiable) These rules are absolute and must be followed without exception. Violations are critical failures. * **Bottom Third Rule (Strict and Mandatory):** The bottom third of the image must be **completely free of any players, people, action figures, or human subjects.** This rule has no exceptions. * **Disallowed:** No main hero, no smaller action figures, no partial bodies, no limbs, no silhouettes of players โ **nothing human at all.** * **Allowed:** Reserved exclusively for the **natural extension of the pitch or ground directly beneath the mid-ground players.** This area should be rendered with a **strong, shallow, and *progressive* depth of field or an abstract quality**, making it visually indistinct and serving as a clean, unobtrusive background suitable for a UI overlay. This progressive depth of field should subtly lead the eye visually towards the center of the image. It should establish a foundational sense of place without being crisp, distracting, or appearing as a separately composited element. Subtle atmospheric effects such as haze, fog, dust, light scatter, and volumetric god rays may gently descend into this area to enhance blending and continuity, but without creating sharp detail or obscuring the primary venue elements. Storm clouds should primarily be reserved for the upper atmosphere. * **Purpose:** This area must remain clear of all key action and human presence, and be defocussed/abstract, to maintain a clean, cinematic foundation and provide an ideal, non-distracting base for UI overlays, preventing any overlap or crowding. It should flow seamlessly from the main action without visual breaks. * **Source Fidelity & Age Restriction (Absolute):** * **Subjects & Venue:** Use **ONLY** players and venue visible in the provided event images. * **Prohibited Subjects:** **NEVER** include famous players, invented people, fictional characters, AI-generated faces/bodies, substituted kits/appeareances, or **any adult/mature figures that do not exactly match real individuals in the event images.** * **Likeness Preservation:** Preserve exact likeness with 100% fidelity for faces (if shown), bodies, poses, expressions, skin tones, hair, and the exact apparent age and youthful maturity from the event stills. * **Age Restriction:** Do not age up, de-age, mature, or alter apparent age/physique in any way. Keep players looking precisely as young/youthful as they appear in the real footage (e.g., if players appear teenage or early-20s with smooth youthful features, do not depict them as mature adults with deeper facial structure, lines, or adult proportions). * **Age-Related Prohibitions:** No signs of aging, maturation, adult-like features, facial hair growth, weathered skin, or any deviation from the source age appearance. * **Kits:** Kits (jerseys, colors, numbers, sponsors, logos, fit, shorts/socks) must be verbatim from the footage. No substitution or deviation. * **Hero Source:** All subjects, including the hero, must be real players from the event images โ **no exceptions, no fictional adults, no aged-up versions.** #### Style Guidelines * **Photorealism:** Strictly a photorealistic composite built exclusively from the real event photography provided. No illustration, painting, cartoon, or stylized rendering. * **Quality:** Hyper-realistic, 8K resolution, professional DSLR photography quality. Include ultra-sharp details where intended, lifelike textures, natural imperfections for authenticity, and seamless edge blending across all layers. ### Composition The composition is guided broadly by `composition-1.png` and `composition-2.png` for layout inspiration only. Do not replicate any specific visual elements. #### Primary Hero * **Cropping:** Strictly upper-body/waist-up only (head, shoulders, torso, arms). Absolutely no legs, no lower body, no hips/waist-down visible at all. The hero should be framed/cropped tightly just below the waist or at mid-chest level for a powerful, iconic portrait style without showing the lower body. * **Placement & Perspective:** Towering and dominating at the top/center, with a dramatic low-angle perspective. * **Source Fidelity:** The hero must be a direct copy/composite of a real young player from the event images. No fictional, invented, or aged-up hero. Preserve the exact youthful appearance from the source. * **Bottom Third Prohibition:** Position the hero entirely in the upper half to upper two-thirds of the frame. Ensure no part of the hero (including arms or a ball if held) extends into the bottom third or shows any leg/lower-body elements whatsoever. * **Gaze:** The hero should never be looking directly at the camera. If looking anywhere, it should be off to 45 degrees. **To deliberately mitigate any potential imperfections in likeness, the hero's face *must* be primarily obscured or partly hidden. Preferred methods include the hero looking over their shoulder (a reverse shot), being in dramatic shadow (consistent with the overall lighting conditions), or having an arm/ball (e.g., ball held under arm) strategically placed to mask features. Even in daylight, the pose should actively facilitate natural shadowing or obscuring of the face.** #### Supporting Action Figures * **Quantity:** Exactly 3 full-body action figures should be placed in the foreground/midground. These figures should be **noticeably larger and more prominent** than in previous iterations, and positioned **a little closer together.** * **Source Fidelity:** These figures must be direct copies of real poses/actions from the event images, with 100% accurate kits, faces, ages, and youthful appearance where shown. * **Quality:** Make smaller figures ultra-high quality, hyper-detailed, and in sharp focus where appropriate. They must be fully enveloped in the same volumetric atmosphere as the hero for seamless blending โ no cut-out edges, no pasted look. * **Placement:** Place all 3 smaller figures strictly in the mid-to-upper sections of the frame (below the hero but well above the bottom third). Never allow any figure, limb, ball, shadow, or lower body to descend into the bottom third. Ensure significant positional variation among the three figures, avoiding a linear or flat arrangement. They should occupy distinct, dynamic positions within the mid-to-upper frame, contributing to a sense of motion and depth. **Specifically, one figure should be noticeably larger and closer, with the other two appearing smaller and further back to create strong foreground/midground depth.** The two supporting figures positioned on either side of the hero should be oriented to face outwards from the central hero, creating an expansive and dynamic feel. * **Integrity:** All three supporting action figures must be rendered as **complete, full-body representations** within their allocated space. **Absolutely no arbitrary cropping, severed limbs, partial bodies, or disembodied elements are allowed.** They must appear as natural, whole figures in context, seamlessly integrated without any signs of artificial assembly. * **Layering:** Aim for tiered layering: one significantly larger/closer in the midground, with two smaller/further back for depth. Ensure strong and varied sizing among them, moving away from uniformly "small" figures. #### Overall Composition & Harmony * **Frame Fill:** The subjects (hero waist-up + 3 full-body supporting figures) should fill approximately 80% of the frame, primarily in the upper and middle sections. * **Player Selection:** Favor younger players for the hero spot. **The three supporting figures *must* include players from at least two different teams to represent a balanced match, if multiple teams are visible in the source images.** * **Integration:** Achieve a tiered/layered montage feel with unified cinematic depth and seamless photorealistic integration. Ensure consistent lighting/shadows/color harmony across all figures and the environment. * **Bottom Third Confinement:** All human subjects (including the cropped waist-up hero and the 3 supporting figures) must be confined to the upper approximately two-thirds of the composition, with no overlap into the bottom third. ### Environment & Framing * **Venue Elements:** Use real venue elements directly from the event images (e.g., stands, pitch markings, stadium architecture, roof structures, floodlight towers, advertising boards, fences, pylon bases, and any distinct architectural or dramatic framing features). These elements should vividly establish the specific location. * **Purpose & Placement:** These elements should serve as subtle, authentic grounding in the bottom third AND as powerful cinematic framing/perspective elements in the mid-to-upper background. They must be integrated naturally into the deep background. In the bottom third, they should appear distant and secondary, blended with subtle atmospheric haze, fog, and depth. * **Prohibitions:** Do not create or include a separate/distinct second image or full venue photo at the bottom. * **Subtlety:** Push authentic venue details deep into the background for realism (e.g., recognizable stand shapes, pitch lines, floodlight arrays, fences). These elements must be 100% free of any players or action. In the bottom third, they should be **softly blended, defocussed, or abstract to serve as a clean, unobtrusive background for UI overlay**, with a progressive depth of field that leads the eye into the scene. However, in the mid-to-upper background, these elements (like stadium architecture, floodlight towers, roof structures, or fences) should be strategically used to provide strong cinematic perspective lines or architectural framing, adding depth and drama without being "subtle" in their structural presence. They should appear visually distinct but integrated, leading the eye and defining the space. Emphasize dynamic and dramatic perspective lines through these elements to guide the viewer's eye and enhance the scene's overall depth and scale. * **Bottom Third Content:** The bottom third must contain no human figures whatsoever โ only environment fragments and atmospheric density. * **Atmosphere:** Add photorealistic atmosphere (e.g., volumetric god rays/haze/fog, distant lightning, fine dust particles) throughout. While the upper atmosphere can be dramatically defined by storm clouds, dense atmospheric elements, and dynamic skies, the lower third should primarily showcase authentic venue elements, with atmosphere serving to subtly blend and ground them, rather than obscuring them with excessive density. ### Effects & Lighting The overall lighting, shadows, and atmospheric conditions (e.g., bright daylight, overcast, late afternoon, night, floodlit) must directly and accurately reflect those present in the provided event images. #### Night/Low-Light Conditions (Late Afternoon, Night, Floodlit) * **Lighting:** Apply strong cinematic rim/key lighting sculpted consistently across all figures (all confined to the upper/mid frame). * **Shadows:** Apply significant, dramatic shadow across the hero (and to a lesser extent, the smaller figures) to enhance dynamic and cinematic lighting. This shadowing should help mask or obscure the hero's facial appearance if the likeness is not 100% perfect, enhancing the abstract/epic feel while staying true to the source lighting conditions and mood. #### Daylight/Overcast Conditions * **Lighting:** Ensure bright, natural lighting, clear and appropriate shadows for daytime, and a vibrant atmosphere consistent with the source. * **Prohibition:** Do NOT apply night-time dramatic shadowing or an artificially dark/moody tone. The cinematic mood should derive from vibrant action and natural light enhancement, not simulated darkness. #### General Effects & Blending * **Motion Blur:** Subtle realistic motion blur should be applied to the action limbs of the 3 smaller full-body figures. * **Light Speed Waves:** Include **subtle, ethereal, and gently flowing** light speed wave effects through the lower players. These waves should visibly **pick up and reflect the colors of the team kits** in their streaks and glows, creating a direct visual link. * **Saturation:** Increase saturation on shirts and kits. * **Light Streaks:** Add **subtle, atmospheric, and naturalistic** light streaks (soft god rays breaking through clouds and interacting with all players, faint cinematic light trails from motion, restrained lens flares/bloom) for a premium, dramatic atmosphere. These streaks should also subtly **reflect the colors of the team kits** as they pass through or interact with the players. Keep them elegant, photorealistic, and **integrated and restrained, enhancing the scene without dominating it.** * **Inter-Player Light Effects:** Introduce subtle, dynamic light trails, ethereal glow, or atmospheric energy flows that visually connect the supporting action figures to the hero, enhancing their integration and creating a sense of shared dynamism. These should be subtle, atmospheric, and consistent with the overall lighting and mood, without forming hard graphic shapes. * **Atmospheric Blending:** Use **dense, volumetric** dust/smoke/haze/water droplets/fog to softly dissolve/blend the lower edges of figures (still only in the upper two-thirds) into the environment. This creates natural feathering, light scatter, and atmospheric density that matches across the hero and smaller figures, ensuring no hard cut-out edges, visible seams, or pasted figures. * **Subtle Atmospheric Glow:** Behind and in front of the hero, and behind the composite images, include **pronounced yet ethereal** atmospheric smoke/haze effects **that appear to subtly emanate from behind and around the hero.** This should appear more like ethereal, soft smoke with a gentle underlying warm glow or ember-like haze, rather than overt bright flames or dramatic fire. This atmospheric glow should subtly manifest qualities of faint flares or minimal diffused textures, drawing inspiration only from the general atmospheric mood of the `card-graphics` references, but under no circumstances should it copy any specific graphic elements, patterns, or designs from those references. It should serve to emphasize the hero's central presence and add dramatic depth without being distinct or prominent. Keep it **purposefully dramatic,** atmospheric, and softly integrated for cinematic depth without overpowering the scene. * **High-Quality Blending:** Achieve consistent depth-of-field, unified particle effects, matched ambient occlusion/shadows, and subtle glow/bloom where light hits for an immersive, professional composite feel. Include hyper-detailed skin/fabric textures and natural imperfections on all players. ### Graphics * **Inspiration:** Apply very light touches inspired by `card-graphics-1.png` and `card-graphics-2.png`, specifically for faint flares, soft vignettes, and minimal textures only. * **Prohibitions:** No text, logos, borders, or overall card feel. Do not copy any specific graphic elements, patterns, or designs from these references. ### Strict Rules * **Text & Logos:** Completely textless and logo-free (except for authentic kit sponsors from the event images). * **Image Unity:** Create one unified, cohesive photorealistic image. * **Bottom Third:** The bottom third must be entirely devoid of players/action, used only for subtle, authentic venue framing/grounding elements and atmospheric effects blended seamlessly. * **Composition Type:** No split panels, collages, or secondary bottom images. ### Negative Guidance Avoid: low quality, blurry, low resolution, artifacts, visible seams, disjointed composite, pasted figures, cut-out figures, hard edges, pasted look, floating elements, inconsistent lighting, mismatched shadows, mismatched colors, poor blending, plastic skin, aged appearance, mature adult, adult features, deep facial lines, wrinkles, weathered skin, mature proportions, facial hair, older physique, aged up, matured face, adult man, mature body, signs of aging, low youthfulness, no youthful skin, over-mature, elderly, middle-aged, bad anatomy, deformed, extra limbs, mutated hands, poorly drawn face, out of focus, grainy, noisy, jpeg artifacts, duplicate, tiling, watermark, text, logo, banner, cropped, extra fingers, missing limbs, disconnected limbs, malformed hands, long neck, ugly, disgusting, low detail on skin, overly defined wrinkles, bad composition, visible cut lines, sharp unnatural edges, layered look, collage feel, secondary image at bottom, full venue photo bottom, distinct bottom section, player in bottom third, action in lower third, human figure in bottom third, figure touching bottom edge, limb in lower third, shadow of player in bottom third, crowded lower third, people in lower section, full body hero, hero legs visible, hero lower body, hero waist down, legs on hero, lower body on hero, bright flames, overt fire, dramatic fire, fewer than 3 small figures, only 1 or 2 sub players, more than 3 sub players, no sub figures.
20123 characters
Version History (4)
Created by Robin Ashford ยท Last updated about 1 month ago