Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: BODY: a chibi boy with a VERY LARGE round head, total height about 2.5 heads, sturdy compact torso and normal shoulders. CRITICAL - THE CHARACTER IS COMPLETELY BALD: there is NO hair anywhere, not a single strand. The bare scalp is drawn and visible, rendered in the same skin tone as the face with soft rounded shading and a highlight on top, so the head reads as a real shaved skull and not as a flat blob. Do NOT draw green hair, do NOT draw any tufts, spikes, fringe or sideburns. A dark grey cloth headband worn around the forehead with a small rectangular silver metal plate at the front-center - the headband sits directly on the bare scalp. Pale skin, big cyan almond eyes, tiny nose and mouth, face FULLY VISIBLE with absolutely NO mask. Long dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. STYLE: crisp retro SNES-style pixel-art overworld sprite, single dark 1-pixel outline, soft cel shading, limited palette, exactly the same style, pixel density and proportions as the reference image. Pure white (#ffffff) background. No shadow, no grid lines, no text, no border. LAYOUT - CRITICAL: exactly 3 sprites in ONE horizontal row, well separated with white space between them so they never touch. ALL THREE SPRITES MUST BE EXACTLY THE SAME SIZE - same head size, same body height, same width. The middle sprite must NOT be bigger. All three stand on the same ground line. POSE: all three sprites are seen FROM BEHIND, facing away - NO face and NO eyes visible. We see the BARE BALD SCALP from behind with the headband band wrapping the head. The magenta belt is ONLY a thin flat horizontal band across the lower back - NO knot, NO bow, NO tails. WALK CYCLE - a compact head-on retro-RPG step. The two legs stay SIDE BY SIDE and must NEVER cross or overlap - there is always a visible gap of white background between them. The movement comes from LIFTING a foot, not from opening a wide stride: FRAME 1 = the LEFT knee bent and the LEFT boot clearly LIFTED off the ground, the RIGHT leg straight and planted. FRAME 2 = neutral, both feet flat on the ground side by side at the same level. FRAME 3 = the mirror, the RIGHT boot clearly LIFTED, the LEFT leg planted. THE THREE FRAMES MUST BE CLEARLY DISTINGUISHABLE - if they look the same the animation is broken and WRONG. Arms hang at the sides and never cross in front of the torso. ABSOLUTELY ZERO TEXT IN THE OUTPUT IMAGE: do not write any words, letters, captions or labels anywhere - only the three sprites on an empty pure white (#ffffff) background. DRAW THE LEGS EXACTLY LIKE THIS, IT IS THE MOST IMPORTANT RULE: in every frame the two legs are two SEPARATE vertical pillars, each with its own complete dark outline, standing in two fixed side-by-side columns with a clear column of pure white background between them from the hips down to the floor - the knee NEVER swings inward and the thigh is NEVER drawn in front of the other leg, so the two legs never merge into one dark shape. A LIFTED leg is simply drawn SHORTER in its own column, its boot floating a few pixels above the ground line while the other boot rests on the floor - in FRAME 1 the left boot floats high and clearly off the floor, in FRAME 3 the right boot floats high and clearly off the floor, and the difference must be obvious at a glance. All three sprites are strictly BACK VIEW: the gi is a plain uninterrupted back panel with no crossed collar, no lapels and no chest opening visible.
Creator
Jorge Sousa
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.