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# Input Images * **Event Images (Variable, typically 4-8):** `chapter_1.png` through `chapter_n.png` (Adapt to the exact number provided without expecting a specific count or inventing missing frames). * **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. Poses must match the source verbatim, but lighting and shadows must be reconstructed to seamlessly blend into the new environment without looking pasted. #### 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: Compositing subtle graphical elements, faint flares, vignettes, and minimal textures strictly into the very back layer (deep background) to add depth. Do NOT use for: Foreground layouts, text, framing borders, or copying an overall 2D "trading card" design. # 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. ## 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., household objects like teapots or bottles, cars, pets, birthday parties). **CRITICAL ANTI-HALLUCINATION RULE:** If the input images do NOT contain athletes, absolutely DO NOT invent, generate, or insert random sports players (famous or otherwise). You must treat the provided non-sports subjects/objects as the "athletes" and build the poster exclusively around them. #### The "Hero" Frame the primary pet, vehicle, or object prominently in the upper-center instead of a waist-up player. Keep it fully contained within the frame (do not crop off the top edge). Make it visually emerge directly from behind the supporting objects below. #### "Supporting Action Figures" Replace with 3 distinct supporting pets, vehicles, or key objects/elements from the source images. **CRITICAL: These 3 supporting subjects/objects MUST be entirely different from the Primary Hero object, and ideally different from each other. Absolutely DO NOT duplicate or clone the main hero to fill these spots.** Maintain 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., kitchen counter, street, living room, park). #### The Bottom 43% Dead Zone Rule This rule still strictly applies. Keep this area completely clear of any main subjects or objects. Treat it strictly as a defocused, natural extension of the floor/ground/environment beneath the subjects. #### "Kits/Teams" Ignore sports-specific rules about opposing teams. Perfectly preserve the exact colors, models, breeds, and textures of the provided non-sports subjects. Apply light and color effects based on these specific subject colors. ## Core Directives (Non-Negotiable) These rules are absolute and must be followed without exception. Violations are critical failures. #### Zero Reference Contamination (Strict) Absolutely NEVER copy, extract, merge, or mimic specific physical subjects (people, faces, clothing, objects, vehicles, or architecture) from the `composition`, `style`, or `card-graphics` reference images. You are actively ENCOURAGED to emulate their lighting, color grading, contrast, and atmospheric effects. Extracting actual physical items or characters from them into the output is a critical failure. All subjects must come strictly from the Event Images. #### Bottom 43% Strict Dead Zone (Absolute & Mandatory) The bottom 43% of the image is a STRICT DEAD ZONE for subjects. It must be completely free of any players, people, action figures, objects acting as subjects, or human subjects. This rule has no exceptions. If even a single pixel of a main subject, hero, or supporting figure enters this bottom 43% area, the image is a critical failure. All subjects must remain strictly pinned to the upper 57% of the canvas. Disallowed: No main hero, no smaller action figures, no partial bodies, no limbs, no silhouettes of players – nothing human or subject-related at all. Allowed: Reserved exclusively for the natural extension of the pitch or ground directly beneath the mid-ground players, as well as dramatic grounding shadows from the subjects leading out with perspective toward the bottom edge. This area should be rendered with a strong, progressive depth of field subtly leading the eye visually towards the center. Subtle atmospheric effects (haze, light scatter) may gently descend here. #### Source Fidelity & Age Restriction (Absolute) Subjects & Venue: Use ONLY players and venue visible in the provided event images. Determine the specific age group of the active players (e.g., youth, children, teens) and exclusively feature subjects from this active playing demographic. Strictly IGNORE and EXCLUDE any parents, coaches, referees, or random adult bystanders who may appear in the background of the source photos. Prohibited Subjects: NEVER include famous players, invented people, fictional characters, AI-generated faces/bodies, or substituted appearances. Likeness & Age: Preserve exact likeness, poses, skin tones, and the exact apparent youthful maturity from the event stills. Do not age up, mature, or alter physiques. No facial hair growth or adult-like lines that deviate from the source. Kits: Jerseys, colors, numbers, sponsors, logos, fit must be verbatim from the footage. Absolutely NEVER place the back of a shirt design (such as a large player number) on the front of the jersey. NEVER invent, hallucinate, or add jersey numbers that are not explicitly visible on the chosen subject in the source images. ## 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, and seamless edge blending. ### Composition The composition is guided broadly by `composition-1.png` and `composition-2.png` for layout inspiration only. #### Team Balance (Sports Subjects) The final image must feature exactly 4 players (1 main hero + 3 supporting figures). If opposing teams are present in the source images, allocate exactly 2 players from each opposing team to create visual and narrative balance. *(If only one team is present, all 4 players must belong to that team).* **CRITICAL: You must extract these specific 4 individuals EXCLUSIVELY from the provided Event Images. Do not hallucinate faces, invent kits, or use ANY subjects from the `composition` or `style` reference images. If a player is not in the event images, they cannot be in the poster.** ### Primary Hero #### Subject Selection Analyze the provided Event Images and identify the single clearest, highest-quality active player (matching the correct playing age group). You must use this specific individual as the Main Hero. The hero MUST be an exact replication of a real active player from the source stills, never a non-playing bystander, parent, or coach. #### Cropping Strictly ONLY the top half of the subject (upper-body/waist-up). Absolutely NO LEGS or lower body visible at all in the hero shot. Framed tightly just below the waist/mid-chest for a powerful portrait style. #### Placement & Depth Positioned prominently in the upper-center, but strictly fully contained within the frame (do not let the hero bleed off the top edge). The hero must be strictly in the absolute foreground layer with a dramatic low-angle perspective. Never block the hero with background environment elements. #### Fade-In Blending & Heavy Backlighting The hero's lower section must seamlessly dissolve and fade in from the bottom half, visually anchored to and emerging directly from behind the supporting midground figures. Apply heavy, intense backlighting to the hero and the central figures. To create depth and separation, thick volumetric smoke and a powerful ethereal backlight glow must emanate outward from directly *behind* the hero's silhouette, casting a strong rim light and separating them dramatically from the deep background. #### Background Generation The environment directly behind the hero must be a newly generated, cohesive cinematic backdrop utilizing venue elements. NEVER lazily copy/paste the original background attached to the hero. #### Bottom 43% Prohibition Position the hero entirely in the upper 57% of the frame. Ensure not a single pixel bleeds into the bottom 43%. #### Reverse Shot & Gaze (Strict) To ensure flawless realism, the hero MUST be framed as a reverse shot (facing away from the camera). The hero should be looking out into the background, looking down, or glancing back over their shoulder in profile. Absolutely NO full-frontal faces, direct eye contact, or heroes looking at the camera. While intense backlighting should dominate to emphasize the silhouette, any visible facial features (e.g., in profile) must be naturally lit. Absolutely NO flat grey/black blurring, unnatural smudging, or painted-on shadow effects. ### Supporting Action Figures #### Quantity & Integrity Exactly 3 full-body action figures placed in the foreground/midground. **They MUST be authentic, recognizable subjects extracted EXCLUSIVELY from the provided Event Images. Absolutely no invented players, generic AI faces, or clones of subjects from the reference images.** They must be complete, whole figures with absolutely no arbitrary cropping or severed limbs. #### Isolation & Surroundings Figures must be flawlessly isolated with zero background elements from their original photos. Surrounded only by synthesized atmospheric effects and dramatic shadows leading out to the bottom edge. #### Layering & Scale (Mandatory Stark Variation) You MUST establish deep perspective by forcing stark size differences among the three figures. The largest supporting figure must be prominent, scaled to approximately half the height of the main hero. The remaining two figures MUST be distinctly and obviously smaller, positioned further back in depth, and clustered closer together. Position all three strictly below the hero but entirely within the upper 57% of the canvas (well above the bottom 43% strict dead zone). ### Environment & Framing #### Venue Elements Use real venue elements (e.g., stands, architecture) to vividly establish location. Push them deep into the background to provide strong cinematic perspective lines or architectural framing. #### Prohibitions Do not create a separate/distinct second image or full venue photo at the bottom. ## Effects & Lighting The lighting, shadows, and atmosphere must elevate the cinematic feel while reflecting the source images. ### Atmospheric Sky & Cloud Dynamics You MUST strictly match the actual weather and sky conditions visible in the input event images. Never invent a sunny blue sky if the original event was overcast. Choose ONLY ONE of the following dramatic styles that perfectly aligns with the source reality, aggressively elevating it for cinematic scale without changing the fundamental weather state (Never mix them): #### Style A (Classic Volumetric Fog & Mist) Best for overcast, flat grey, or muted weather. Elevate flat, dull grey skies into dense, voluminous rolling lighter grey clouds and heavy realistic atmospheric layering. Use dense rolling mist, thick volumetric clouds, and smoke weaving seamlessly between the midground supporting figures and the main hero. Rely on deep, natural shadows, high-contrast lighting, and thick cinematic fog without any unnatural elemental colors. #### Style B (Cinematic God Rays & Dust) Best for hazy or partly cloudy conditions. Intense, directional beams of light (god rays or stadium spotlights) punching through thick atmospheric dust and haze. The light should catch the textured mist behind the subjects, creating deep contrast and striking silhouettes, relying on natural but aggressively dramatic lighting. #### Style C (Crystal Clear & Golden Hour Flares) Best for naturally clear, cloudless skies. (DO NOT use if source images are overcast or grey). Elevate the natural clear sky into a deep, rich, high-contrast gradient (deepest blue at the absolute top). Introduce a brilliant, piercing sunburst or sharp anamorphic lens flares cutting across the pristine backdrop. Keep the sky entirely clean of clouds, using only subtle ground-level heat distortion or low-lying dust around the supporting figures' feet to create depth, bathing the scene in sharp, vibrant, hyper-realistic sunlight. #### Style D (Molten Fire-in-Clouds) Best for dark or heavy skies. An incandescent, red-hot and deep-orange core restricted strictly to the undersides and lower edges of the clouds. As the clouds rise toward the top of the frame, they must seamlessly transition back to their regular, natural source color (whether light, grey, or dark). The fiery lower section should feature a concentrated horizontal streak of intense, directional light passing through it. #### Style E (Electric Blue Lightning) Best for stormy or grey skies. A vivid, crackling blue light glow and dramatic internal atmospheric lightning strikes emanating from a localized glow in the cloud, restricted strictly to the undersides and lower edges of billowing storm clouds. As the clouds rise toward the top of the frame, they must seamlessly transition back to their regular, natural source color. The electrical activity must remain concentrated in the lower sections of the clouds. ### Lighting & Shadows #### Low-Light/Night Apply strong cinematic rim/key lighting that ensures the hero's face remains clearly visible, avoiding heavy shadows that obscure their features. Shadows must be anatomically correct to the facial structure but kept light and natural. #### Daylight Ensure bright, natural lighting and clear shadows. Do NOT apply artificially dark night-time shadows to daytime sources. ### General Effects & Blending #### Sparks & Localized Glow Integrate dynamic, glowing airborne sparks to enhance kinetic energy and layering. Apply a localized light bloom/glow around these sparks to cast subtle interactive lighting onto nearby subjects, pushing the depth and dynamic feel of the composition. #### Motion Blur Subtle realistic motion blur on action limbs of the 3 smaller figures. #### Cinematic Lens Flares Integrate bold, Michael Bay-style horizontal anamorphic light flares cutting across the composition. Use these brilliant streaks of light to amplify the blockbuster energy and high-contrast lighting, ensuring they do not blow out or obscure the hero's face. #### Light Speed Waves Include subtle, ethereal light speed wave effects through the lower players that reflect the colors of the team kits. #### Atmospheric Blending Use dense, volumetric dust/smoke/fog to softly dissolve/blend the lower edges of figures (still strictly within the upper 57%) into the environment. ### Graphics #### Deep Background Compositing You may extract and composite subtle graphical shapes, textures, or faint flares from `card-graphics-1.png` and `card-graphics-2.png` strictly into the deep background. Do NOT simply drop these graphics as flat, low-opacity 2D overlays. They must be spatially integrated into the 3D environment, interacting organically with the atmospheric haze, lighting, and depth of field so they feel built into the scene. #### Prohibitions No text, logos, framing borders, or overlapping graphics in the foreground/midground. The overall image must remain a photorealistic scene, not a flat 2D graphic card. ## Strict Rules & Negative Guidance #### Text & Logos Completely textless and logo-free (except authentic kit sponsors). #### Bottom 43% Strict Dead Zone Entirely devoid of subjects, players, or objects acting as subjects. Used only for subtle venue grounding, shadows, and atmosphere. #### Avoid (Negative Prompts) *Subjects & People:* Invented sports players, famous soccer players in non-sports prompts, cloning the main hero, duplicated objects, parents, coaches, referees, bystanders, background adults, non-players. *Anatomy & Age:* Aged appearance, mature adult, adult features, deep facial lines, facial hair, older physique, aged up, bad anatomy, deformed, extra limbs, mutated hands, missing limbs, disconnected limbs. *Layout & Framing:* Subjects in bottom 43%, a single pixel of a subject in bottom 43%, secondary image at bottom, player in bottom 43%, human figure in bottom 43%, full body hero, hero legs visible, hero legs, hero lower half, hero cut off at top, hero out of frame, direct eye contact from hero, frontal face on hero, hero facing camera, looking at camera. *Composition & Integrity:* Copied reference elements, stolen reference shapes, reference artifacts, mimicking reference subjects, original background attached to foreground elements, pasted figures, cut-out figures, floating elements, layered look, collage feel, fewer than 3 small figures, more than 3 sub players, lack of size variation in sub players, background in front of hero, overlapping environment, scenery blocking subject, large number on front of shirt, back of shirt on front, invented numbers, fake jersey numbers. *Style & Rendering:* Mismatched weather, sunny sky on overcast day, mixing fire and lightning effects, foreground graphical borders, plastic skin, flat grey shading, smudged shadows, painted-on shadow, unnatural artificial dodging and burning, clumsy shadow, heavy facial shadows, obscured faces, grey blur over face, flat opacity layers, unblended graphics, unnatural smudge, low quality, visible seams.
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Created by Robin Ashford · Last updated about 1 month ago