Use case: stylized-concept. Asset type: Round 02 original 3D-game character design study, to guide a later modeled and animated game asset. Input images: Image 1 (FlyFF Vagrant models) is the primary PROPORTIONS AND SURFACE reference. Image 2 (Eden Eternal party) is a secondary BODY AND CLOTHING-SURFACE reference only. These are visual references, not images to edit or copy. User direction: FlyFF has the most interesting proportions. Eden Eternal's body is acceptable, but its facial features are too big. Luna Online, ROSE Online and Dragonica were rejected for heads that are too large and proportions too cartoonish. Translate that feedback faithfully. Create ONE original youthful, slightly androgynous fantasy adventurer as a restrained 2000s anime MMO game character. Show THE SAME character in three full-body views: front, three-quarter front, three-quarter back. Use a wide landscape character sheet, all views at the same height and ground line, clear spacing, feet and hair fully inside the frame. No separate facial close-up, no props or decorative background. Neutral relaxed standing pose with arms slightly away from the torso, so body proportions are visible. This is a visual study, not an illustrated story or a polished promotional painting. Essential silhouette: follow the FlyFF models closely for head-to-body ratio and limb lengths: roughly 5 to 5.5 head heights including hair, relatively small head, short compact torso, slim waist, long slender legs, readable elbows and knees, slightly enlarged practical hands and substantial flared boots. Head must NOT dominate the silhouette. Preserve the slightly unusual graceful proportions of the reference instead of normal adult realism, toddler proportions, or a generic super-deformed chibi. Face: modest anime eyes much smaller than the Eden reference, with generous visible cheek and forehead space; natural eyelid shapes, small nose and mouth. A calm friendly expression. Avoid oversized round irises, enormous sparkly eyes, doll cheeks, baby face, or cartoon mascot expressions. Original design: short layered swept hair with clear sculpted clumps; uncovered head. Simple starting-adventurer clothing in the muted earthy family of the FlyFF reference: a short travel vest over a light cloth shirt, fitted knee-length trousers, simple belt, wrist guards and practical boots. Few broad color areas, minimal ornament, no elaborate armor, no oversized weapon, no cape hiding the silhouette. Hair and outfit must remain identical across views. Rendering: convincingly resemble an actual modest-budget mid-2000s realtime 3D MMO asset, with simple modeled forms and hand-painted diffuse textures, subtle painted folds and soft broad shading. Low-to-moderate polygon density, solid hair clumps with painted highlights, texture-defined eyes and clothing detail. Do not turn this into an angular faceted low-poly sculpture. No physically based glossy plastic, ray-traced figurine look, realistic fabric microdetail, anime line drawing, cinematic bloom, rim glow, particles or thick outline. Background: plain warm light gray with faint grounding shadows, simple even game-like lighting. No UI, text, labels, logos or watermark.