Use case: stylized-concept. Asset type: exact six-frame animated top-down infantry platoon sprite atlas for the original Raptor game. The three references show the SAME six Original frames at native and nearest-neighbor enlarged resolution; the blue-gray matte in the third reference is only a transparency visibility aid and must NOT be painted; they are the sole source of geometry, colors and animation. Create newly painted fine uniform cloth, subdued helmet and dark boot/rifle material within those exact tiny silhouettes, as a faithful HD remaster.
Layout: exactly THREE equal square columns by TWO equal square rows, six complete logical 24x24 canvases in row-major order. Upper row frames200ec,200ed,200ee; lower row200ef,200f0,200f1. No gutters, labels, separators or outer margins. Requested atlas1536x1024. Every square cell is one entire platoon animation frame, NOT an individual soldier. Every frame contains exactly SIX tiny infantry bodies at the six Original positions. Preserve all six soldiers, their individual directions and their Original walking/leg changes. No extra or missing bodies. Preserve the large transparent gaps, the few diagonal near-contacts in the Originals, and their exact sizes and anchors. The six figures are not necessarily six disconnected alpha components: some Original diagonal corners touch.
The Original bodies are deliberately VERY sparse and small, about3x4 logical pixels, scattered over a24x24 canvas. Do not enlarge them to showcase facial detail. Treat their green, tan and black occupied marks as strict top-down outlines; do not invent shoulders, arms or boots outside the Original silhouette. Muted tan patches at the right/head end remain small and dull. Dark green uniform/helmet areas dominate, with near-black boots/weapons. All green shades remain restrained dark forest green, not shiny luminous emerald. No bright peach faces, white highlights or new anatomy. Every black occupied mark is body/weapon/boot artwork, never a hole.
Use overhead orthographic viewpoint with subdued neutral lighting and fine hand-painted game detail. Keep each unit's direction, center, width and height locked between frames exactly as shown. Add real fine material detail rather than merely upscaling pixels, while retaining their extremely small gameplay footprint. Fully transparent background including every interior gap; no terrain, ground tint, shadows, glow, floating dust, muzzle flashes, text, grid lines, borders or watermark.
