Image - 2026-09-28 00:54
**STRICT MICRO-EDIT — HEAD ONLY** The current image is already correct. **DO NOT CHANGE ANYTHING EXCEPT THE MONSTER'S HEAD.** Preserve the entire current image exactly as it is: * same camera angle * same camera perspective * same composition * same 21:9 framing * same monster position * same monster body * same monster pose * same shoulders * same torso * same arms * same hands * same legs * same feet * same armor * same weathering * same hydraulics * same amber lights * same aircraft * same pink cowling * same damaged wing * same smoke * same sparks * same engine fire * same mountains * same snow * same storm clouds * same golden god rays * same lens flare * same lighting * same exposure * same color grade **Everything is locked except the HEAD.** --- ## ONLY CHANGE THIS Make the monster's head **significantly larger and more square**, matching **REFERENCE 2**. The current head is too small. ### HEAD SIZE Increase the head's physical size so that it has the **same visual mass and head-to-body proportion as Reference 2**. The head should be: * substantially larger * taller * wider * thicker * more massive * more dominant over the shoulders **Do not merely enlarge the image of the existing head. Reconstruct the head geometry to match Reference 2.** The correct proportion is: **REFERENCE 2 head size relative to the shoulders and torso.** The head must feel like a huge armored industrial block sitting on an equally massive body. --- ## HEAD SHAPE Make the head **much more square and block-like**, exactly as in Reference 2. Preserve the characteristic Reference 2 geometry: * large squared frontal face * tall rectangular proportions * strong vertical sides * broad flat front plane * thick armored edges * heavy angular corners * substantial depth * massive industrial construction The head must **NOT** become rounded, narrow, tapered or humanoid. ### Critical: **The head must be visibly taller than it is wide, but still extremely broad and square.** It should have the unmistakable **large, heavy, squared-off Reference 2 silhouette**. --- ## PRESERVE THE CURRENT HEAD ORIENTATION **Do NOT rotate the head.** Keep the exact head orientation and tilt from the current image. Only modify: **SIZE + GEOMETRY + PROPORTIONS** Do not change: * head angle * head position * gaze/front orientation * relationship to camera * relationship to shoulders Enlarge the head **in place**, maintaining its current center position as much as possible. --- ## REFERENCE 2 HEAD DETAILS After enlarging and squaring the head, reproduce the Reference 2 details: * exact diagonal division across the front * darker charcoal half * lighter warm-grey half * clean white embossed **“Ae”** * same “Ae” placement * same “Ae” proportions * same embossed depth * same heavy armor construction * same antenna rods * same panel seams * same rivets * same weathering The antenna rods should remain attached naturally to the enlarged head and maintain their Reference 2 relationship to the head. --- ## DO NOT CHANGE THE BODY This is extremely important. **Do not enlarge the torso.** **Do not enlarge the shoulders.** **Do not change the arms.** **Do not change the pose.** **Do not change the silhouette below the head.** The existing body is already correct. Only make the head larger and more square. --- ## FINAL TARGET The final image should look **exactly like the current successful image**, with one single correction: ### BEFORE Current monster with a head that is too small and insufficiently square. ### AFTER The exact same monster, exact same pose, exact same position, exact same body and scene — but with a **much larger, taller, thicker, more square industrial head matching Reference 2**. **NO OTHER CHANGES.** **HEAD ONLY. LARGER. SQUARER. MORE MASSIVE. REFERENCE 2 HEAD PROPORTIONS. CURRENT POSE AND ANGLE LOCKED. EVERYTHING ELSE UNCHANGED.** Photorealistic cinematic photograph, natural materials, restrained grade, no CGI appearance, no 3D render, no HDR, no oversharpening, 21:9.
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