Close-up three-quarter bust sculpture of [Character Name] carved from grey-white travertine limestone. Head fully visible, no part of the head cropped. Hair and top of head completely inside the frame. Cropped at upper chest level. Shoulders clearly visible. Head and shoulders fill the frame without cutting the top. Tight framing but full head preserved. Three-quarter angle, slight 30-degree head turn. Natural sculptural posture. Material: grey-white travertine limestone. Chalky matte surface, dry stone texture. Fine porous micro-holes, natural pitting, subtle mineral speckles. Soft micro-roughness, powdery stone feel. Uniform light grey tone. No marble veins. No ceramic look. No resin look. No plaster look. No glossy surface. No waxy finish. No polished stone. Eyes include sculpted eyeball structure. Visible iris and pupil carved in stone. Not hollow eye sockets. Not empty eyes. Soft stone-carved iris detail. Natural stone eye depth without being realistic flesh. Eyes remain sculptural but not scary. High-key studio lighting. Bright but soft exposure. Clean luminous atmosphere. Lifted overall shadows. Soft recessed shadows in carved areas. Gentle cavity shading around eyes and under chin. Subtle ambient occlusion. No dark dramatic contrast. No deep black shadows. Background: neutral light grey seamless studio backdrop. Clean, minimal. No gradient. No vignette. No texture. Neon green glow appears only on 1–3 authentic character features. Glow follows original character traits only. No decorative lines. No circuit patterns. No extra glowing elements. Glow can appear as soft luminous surface areas. Controlled intensity. Pure clean neon green. Glow does not overpower the stone texture. Only grey-white stone and neon green. No additional colors. Ultra-detailed 3D sculpt render. Photorealistic limestone texture. Museum presentation style. Minimal aesthetic. Sharp focus. No depth of field blur. No text. No watermark. No logo.

Anime girl parkour escape: rooftop flips between skyscrapers, wind-swept ponytail, pursued by black agents, neon night city, cel-shading, dynamic low-angle tracking, realistic jumps and physics.

A 13-second first-person perspective horror clip set in a desolate, abandoned institutional hallway with mottled, peeling walls covered in faded graffiti. The entire scene is shot through a fisheye lens and illuminated only by a flickering