Use Image 1 as the primary full-character reference. Use Image 2 and Image 3 as close-up references for the face, hair, skin rendering, shading, highlights, and exact color treatment. If Image 4 is provided, use it only as a secondary rendering-quality reference. Create the same character in a completely new seated pose. Preserve the exact character identity, face, hairstyle, clothing design, accessories, body proportions, original colors, and the actual painting and shading method of the reference images. Keep the original character rendering highly consistent. The final image should preserve the same clean and vivid commercial game illustration treatment, with DNF-inspired color organization: clear value hierarchy, vivid but controlled local saturation, colored shadows rather than dirty black shadows, crisp highlights, strong color separation, and sophisticated warm-cool relationships. Do not copy the reference pose, head direction, facial angle, camera angle, or composition. Place the character in a natural seated position. The hips are clearly grounded, both legs are naturally bent with different spatial depths, and the upper body remains relaxed. One leg may extend slightly farther forward while the other stays closer to the body. Use a noticeably high camera angle, looking down from above the character. Create a fresh three-quarter spatial perspective with visible depth between the face, torso, legs, and surrounding space. The head must be redesigned independently from the reference. The face may look upward toward the camera, with a new facial orientation and gaze. Do not reproduce the original head tilt or three-quarter facial angle. The composition should be substantially different from the reference: asymmetrical framing, deliberate negative space, and a strong top-down perspective. The goal is to preserve the character and its rendering while completely rethinking the camera and composition.
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