Use case: stylized-concept. Production game sprite-sheet HD redraw, eight phases of the same small right-facing worm emergence/closing animation from an old overhead shooter.

Image 1 is the authentic Original eight-frame sprite sheet, enlarged only for legibility. Image 2 is exactly the same Original sheet on gray so its occupied near-black backing and transparency can be seen; that gray is reference display only. Generate a NEW faithful HD drawing from these Original references. Do not reproduce their coarse pixel blocks: the Original pixels indicate silhouette, positions, values and motion, NOT individual interior surface tiles.

Make the result visibly hand-painted/sculpted at 128x128 per frame: continuous curved rim and head surfaces, small coherent folds and restrained smooth light/shade describing real higher-resolution form. Use continuous edges and surfaces within the Original silhouette. Avoid mosaics, enlarged pixel squares, individually beveled blocks, cellular tile texture, and merely adding grain to an enlarged 32x32 sprite. The charcoal surrounding backing/rim must be a continuous dark material with subtle low-contrast curvature, not a ring of pixel bricks. Central brown/tan material must gain continuous rounded form while preserving the Original pose and feature positions. Do not add eyes, teeth, limbs, gore, extra facial features, or new objects.

Keep the exact reference layout: a 2:1 transparent 2048x1024 sheet divided into FOUR equal columns and TWO equal rows, eight square cells. Read phases left-to-right across the top row, then left-to-right across the bottom row. Every reference native 32x32 canvas maps to its whole square cell with identical scale and anchors; keep its transparent margins. No extra margins, labels, grid lines or added rows. Real alpha transparency outside the cutout, with the occupied black backing INSIDE each object retained. Do not bake the gray reference background into the artwork.

Preserve all eight Original silhouettes, orientation, asymmetry, placement and phase order. The static charcoal backing/rim is the SAME body with the SAME material and lighting in every phase. Only the central shapes progress as shown: first two are genuinely dark muted brown around a dark burgundy vertical opening; third and fourth reveal a progressively lighter rim; fifth has the wider pale muted ivory/tan rim and burgundy opening; sixth closes to a narrow red seam; seventh and eighth are the corresponding closed tan forms with their actual different contours. Keep the tiny dark-blue cues at the same lower and right positions. Preserve the near-black occupied interior. Use the Source palette relationships: early central dark brown is about RGB52,36,32, later muted tan/ivory only where actually present. No global brightening, no peach/pink wash, no shiny white rim, no added dramatic lighting. The early dark-to-later-light progression is intentional.

The result should look like a restrained modern HD remaster of exactly this animation, with meaningful finer continuous form visible at 4x display size, rather than a pixel-art enlargement. No text, border, shadow cast outside the Original support, watermark, or background scene.
