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RustRaptor/data/hd/jobs/derived-ship15g1-complete3-v1-20261018/parents/prompt.txt
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Use case: precise-object-edit.
Asset type: ONE complete SHIP15G1 three-phase transparent sprite atlas for a classic top-down shooter, native72x24 per frame.
Input roles: Image1 is the authentic Original complete3, three FULL72x24 canvases stacked vertically and shown with exact nearest-neighbor pixels. It is the PRIMARY authority for the full gray machinery AND every phase of the teal wake, all positions, occupied black recesses, gaps, margins and frame order. Image2 is the older generated HD master. It is SECONDARY MATERIAL REFERENCE ONLY: retain its useful metal panels, vents, shallow bevels and restrained mechanical shading, but do not preserve its displaced or contracted geometry or blocky water. Rebuild/edit the entire body-and-wake atlas to match Image1.
Correct the WHOLE gray body as well as the water in all three strips. The held masters put the gray parts too low. Move/reconstruct them into the authentic Source footprint; do not lock the old gray body or perform a wake-only edit. In each FULL72x24 canvas, the main gray component occupies x36..52,y4..17, the left gray pod x21..28,y7..14, and the right gray pod x55..62,y7..14. These are source-coordinate bounds, not three filled rectangles: follow the exact irregular outlines, internal black openings and attached projections in Image1. The three gray footprints stay in the same locations in all phases, while their subtle Source gray tones vary; do not introduce a vertical bob or freeze every phase's shading. Keep the tiny authentic bright indicator at native(37,10) and(37,11), surrounded by its genuine machinery.
The teal wake is an irregular sequence of sparse curved bands, thin horizontal strokes and real transparent gaps. Its authentic total support reaches x0..71 and y2..19. Match all three distinct Source arrangements in order1030b,1030c,1030d, including the upper fragments that are missing from the latest held edit. Do not shift, shrink or independently center the boat or water to make the atlas fit. Keep the near-black occupied recesses opaque; only the true gaps/background are transparent.
Render meaningful continuous HD painted form: fine mechanical seams, small vents and gentle bevel light across the silver/gray surfaces, plus quiet continuous ripple texture inside the authentic teal shapes. Geometry follows the Source, but the surface must not be nearest-neighbor Source blocks with grain, per-cell bevels, a water checkerboard or broad rectangular teal patches. Keep the dark muted gray/teal identity, restrained highlights and shallow top-down lighting. No new vessel, weapon, bright white foam, neon outline, glow, cast shadow, labels or scenery. The prior master is a material reference, not permission to keep wrong body placement.
Return one natural SQUARE RGBA atlas with genuine transparency, exactly three equal FULL-WIDTH horizontal strips, top to bottom1030b/1030c/1030d. Each strip is the FULL72x24 logical canvas with origin0 and all supplied Source margins. Intended1254x1254 master uses three1254x418 strips; keep the square/equal-thirds layout if the service chooses its natural canvas. No gutters, border, labels, recentering or extra canvas padding. All meaningful artwork must stay inside its own full strip. The untouched returned raw will be assessed without crop fitting, alpha cleanup, hidden Source fallback or a small retained-cell rescue.