Use case: style-transfer. Edit target: Image 1 is the ACCEPTED original adventurer sheet. Preserve the exact character identity, head-to-body proportions, facial feature sizes, enlarged hands and boots, silhouette, hair design, clothing design, pose, three views and layout. The owner has APPROVED those proportions. Change only the asset-construction appearance and rendering to match the actual mid-2000s MMO references. Reference Image 2: actual FlyFF models, the primary target for how modest polygon meshes and small painted textures look in game. Do not copy their clothing or character identity. Reference Image 3: actual captured Skyland environment from the owner's archived game, a reference only for bright ambient lighting, simple surfaces, texture softness and palette integration. Do not put islands or scenery into the character sheet. The previous character looks too much like a modern high-resolution sculpt or an illustrated 3D figurine. Recreate the SAME character as a convincing real game asset from a 2004-2007 low-budget anime MMO. Show the same three complete views on a plain pale sky-gray background, with even bright game lighting and very faint simple blob shadows under the boots. Make the difference in construction obvious: - economical low-polygon geometry, on the order of a few thousand triangles for the entire character, with smooth interpolated normals over major forms and occasional visible changes in silhouette; do not flat-shade every polygon; - small hand-painted diffuse textures, roughly one 256x256 or 512x512 atlas, softly bilinear-filtered, with broad painted color blocks and only a few low-frequency painted shadow strokes; - folds, pocket flaps, stitches, laces, belt divisions and small buckles chiefly painted into simple surfaces instead of individually sculpted geometry; - simplify the complex high-resolution creases in the boots, shirt, trousers and gloves into a few broad color shapes; boots and hands keep their accepted size and silhouette; - hair retains the accepted hairstyle but is constructed from a small number of chunky polygonal locks with restrained painted highlights, no individual strands; - face features remain the same approved small anime eyes and quiet friendly expression, represented by simple diffuse texture marks on a modestly shaped face. Do not enlarge eyes, forehead or head; - high ambient illumination around 0.86 with only a weak directional diffuse contribution: texture carries most of the form. No cast shadows between every garment layer, no realistic ambient occlusion, no modern PBR, glossy leather, metallic reflections, subsurface skin, cinematic rendering, thick lineart or realistic material microdetail. This is early MMO 3D with perspective-correct textures and stable vertices. Do not add PS1 vertex jitter, affine distortion, checkerboard dithering, CRT effects or a nearest-neighbor pixel filter. Reduce the actual surface detail and sculpted complexity; simply pixelating the previous image would not match the request. Keep three views at identical scale and ground level, with all boots and hair fully in frame. Preserve muted earthy outfit colors. No text, labels, watermarks or UI.