Cool Blue Tech Portrait with Amber Kicker

Cool blue tech portrait prompt: blue key, cyan rim and one warm amber kicker, thin-rimmed glasses. Examples: Morgan Freeman, Sandra Bullock, Denzel Washington.

Prompt

LOCKED MASTER PROMPT — COOL BLUE TECH PORTRAIT WITH SINGLE AMBER KICKER
ROLE
You are a world-class editorial portrait photographer working in a gelled, monochromatic cool-light environment, with a fast apochromatic short telephoto and a discipline for one warm accent.
Create a premium, photorealistic chest-up portrait using the ATTACHED REFERENCE IMAGE as the identity source.
The defining idea of this image: the subject sits inside a single cool blue world — blue key, cyan rim, teal backdrop, blue-tinted lenses, black-on-charcoal tailoring — and one warm amber kicker from behind touches the far cheek, jaw and ear. The head is turned three-quarter and lifted, the gaze goes past the camera into the distance. Skin carries a polished, dewy sheen. The mood is precise, focused, coolly detached — clarity and efficiency.
The output must look like a real studio photograph captured on a high-end full-frame mirrorless camera with a 90mm apochromatic lens — NOT like an AI-generated image, a 3D render, a colour-graded stock portrait, or a cyberpunk filter.
Aspect ratio: 2:3 vertical.
1. IDENTITY LOCK — ABSOLUTE PRIORITY
Use the person from the ATTACHED REFERENCE IMAGE. Preserve identity with maximum fidelity. DO NOT redesign, beautify, reinterpret, slim, widen, age, de-age, or idealize the subject.
The subject's sex, gender presentation, age, ethnicity, skin tone and build are whatever the reference shows. Nothing in this prompt overrides the reference on any of these. The glasses, the tailoring and the pose are a styling choice applied to whoever the reference shows — they do not imply, require or alter the subject's gender, age or profession. "Tech professional" is a mood, not a face.
Preserve exactly:

Facial geometry and skull proportions
Face shape and width-to-height ratio
Forehead height and hairline shape, including its edge and any recession
Brow ridge projection
Eyebrow shape, thickness, density and spacing
Eye shape, size, spacing, eyelid structure, iris colour and under-eye character
Nose bridge, tip and nostril structure
Cheekbone height and projection
Jawline definition and angle
Chin shape and projection
Lip shape, thickness and proportions
Ear size, shape, position and attachment — the near ear is prominent in this pose
Natural facial asymmetry
Skin tone and undertone
Natural skin texture, pores, lines and surface irregularity
Neck length and thickness, shoulder width
Apparent age
Any moles, scars or distinguishing marks
The subject must remain unmistakably the same individual as the reference.

HAIR — CONDITIONAL
Preserve the reference hairstyle exactly: the same length, volume, hairline, texture, edge and any greying. Do NOT shorten, lengthen, restyle, straighten or curl it. The cyan rim traces whatever silhouette the reference hair produces.

FACIAL HAIR — CONDITIONAL
Facial hair appears only if the reference shows it. If present, preserve its exact length, density and cheek line. If absent, the face is clean and stays clean.

GLASSES — FROM THIS PROMPT
The thin metallic-rimmed glasses in Section 7 are a locked styling element worn by every subject in the series, regardless of whether the reference wears glasses. If the reference wears different glasses, replace them with the specified frames. The frames sit on the reference's own nose and ears without altering their shape.

SHEEN IS LIGHT, NOT RETOUCH
The polished, dewy skin surface in this image is produced by the lighting and a light skin prep — see Section 12. It does NOT license smoothing, pore removal or a plastic finish. Pores and texture remain visible inside the sheen.
IMPORTANT: Identity is determined ONLY from the attached reference image. Do not borrow facial characteristics from any celebrity, model, example image, or visual reference.
2. CAMERA POSITION & ORIENTATION LOCK
Camera
Eye level to 5 degrees below the subject's eye line — the lifted chin is seen slightly from beneath. The lens axis is horizontal or angled marginally upward.

Subject orientation
The head is rotated approximately 30–40 degrees toward one side — a clear three-quarter turn; the near ear fully visible, the far cheek foreshortened but present, both eyes visible through the lenses
The chin is lifted approximately 8–12 degrees, extending the neck and presenting the jaw
Lateral head tilt no more than 3 degrees
The shoulders are rotated approximately 15–25 degrees in the same direction, less than the head
Do NOT square the head to the lens. Do NOT turn the head past 40 degrees into a profile or hide the far eye. Do NOT lower the chin or hold it level — the lift is part of the pose. Do NOT lift the chin beyond 12 degrees. Do NOT use a high angle or a strong low angle. Do NOT tilt the camera (no dutch angle). Do NOT introduce wide-angle distortion.
3. FRAMING LOCK — CRITICAL
Use a chest-up portrait, the head large in the frame.
Show:

The whole head with the full hair silhouette
The face in three-quarter, both lenses of the glasses
The near ear
The neck, in the turtleneck's collar — the lifted chin exposes its full length
Both shoulders and the blazer's upper lapels, cropped at the lower edge
The lower edge of the frame at approximately the mid-chest
The head (top of hair to chin) occupies approximately 48–55% of the total frame height. The eye line sits approximately 28–33% down from the top of the frame. The chin sits at approximately 55–60% down from the top. The shoulders span approximately 75–90% of the frame width, running off both edges.

HEADROOM LOCK
Leave approximately 5–9% of the total frame height as backdrop above the top of the hair. The hair and its cyan rim must be fully inside the frame and must NOT be clipped by the upper edge.

CROP LOCK
Do NOT crop the top of the head. Do NOT crop the chin. Do NOT crop either lens or the near ear. Do NOT tighten into a face-only crop. Do NOT pull back into a waist-up or full-body composition.
4. SUBJECT POSITION
Place the head at approximately 48–54% of frame width, marginally toward the side the face turns away from, so the face looks into the open space on the other side. The near ear and the back of the head sit toward one edge; the gaze and the far cheek face the other.
Do NOT centre the head exactly. Do NOT push the head to a frame edge.
5. GAZE & EXPRESSION
The subject looks off-camera, toward the side the head is turned, at a point approximately 20–30 degrees to the side of the lens and 5–10 degrees above it — a distant, level focus, not the viewer. Both eyes are open and clearly readable through the tinted lenses, each carrying a soft catchlight from the blue key, high and to the key side.
Expression:

Precise and focused
Cool, detached, composed — attention on something beyond the frame
Brow level and relaxed
Lips closed and relaxed, neutral, a slight natural fullness at rest — no tension
Jaw settled, presented by the lift
Do NOT direct the gaze into the lens. Do NOT smile or show teeth. Do NOT produce a scowl, squint, glare or theatrical intensity. Do NOT produce a seductive, smouldering, parted-lip or heavy-lidded look. Do NOT produce a blank, vacant or bored look. Do NOT lower the eyes.
6. WARDROBE LOCK
Turtleneck
A black slim-fit turtleneck.

Fine-gauge knit, matte black, close to the body and the neck
A high, fully rolled collar covering the neck, its top edge sitting just below the jaw — the lifted chin shows the collar's full height
Fine rib texture visible only where the blue key grazes the near side of the collar
Blazer
A tailored blazer in a monochrome technical fabric.

Charcoal-black, near-black in value, with a fine, dense technical texture — a tight micro-grid, mélange or crosshatch weave visible where the light grazes the shoulders and lapels
Slim notch lapels, pressed flat, clean roll
Structured shoulders with a clean, sharp line
Worn closed or nearly closed over the turtleneck, the lapels framing the collar
No pocket square, no pin, no visible buttons above the crop
Together the garments read as one dark, precise mass from which the head and neck rise; the blazer's texture and the turtleneck's collar are the only detail.
Do NOT use a grey, navy, coloured or glossy blazer. Do NOT use a plain, smooth or shiny fabric — the technical texture must read. Do NOT use a mock neck, crew neck or visible shirt. Do NOT add a scarf, tie, pocket square, pin or layered garment. Do NOT add a watch, ring, chain, earrings or accessory unless present in the identity reference.
7. EYEWEAR LOCK — THIN METALLIC GEOMETRIC FRAMES — CRITICAL
Thin metallic rims in a geometric, softly angular shape — a rounded hexagon or octagon, wide and low, sitting just outside the eye sockets
Rim gauge minimal — a fine bright wire, reading as silver or steel
A thin straight bridge and thin straight temple arms passing cleanly over the ears
Lenses clear glass that take on the blue light: they appear faintly blue-tinted and reflective, carrying a soft cool sheen and a small window-like reflection of the key on each lens — but the eyes remain fully visible and readablethrough them
The frame catches a crisp cool specular along its upper rim from the cyan top light, and a warm specular on its far edge from the amber kicker
No visible brand, logo or text
Do NOT use round, aviator, wayfarer, rectangular, shield or oversized frames. Do NOT use thick, acetate, tortoiseshell or coloured frames. Do NOT use opaque, mirrored, dark or heavily tinted lenses — the eyes must read. Do NOT let lens reflections cover the pupils. Do NOT remove the glasses.
8. BACKGROUND LOCK — DEEP TEAL-BLUE GRADIENT — CRITICAL
A smooth deep teal-blue seamless gradient backdrop.

Brightest zone: a saturated cyan-teal blue, approximately #1A7A8C to #22909E, sitting behind and above the far side of the head — the side the face turns toward
Mid zone: deep teal-blue, approximately #0F4F5E
Darkest zone: near-black blue, approximately #06232B, at the lower corners and along the bottom edge where the blazer meets it
Gradient geometry: smooth and diagonal — brightest upper-far, darkest lower-near — a soft cyclorama falloff, no spotlight shape
Surface: perfectly smooth, seamless, no texture, no pattern, no mottling
Softly out of focus
The blue belongs to the backdrop and the light; the skin keeps its own hue — see Section 13.
NO objects, furniture, props, screens, tech hardware or set elements. NO hard-edged spotlight, halo or hotspot behind the head. NO texture, pattern, wall or architecture. NO visible studio equipment. NO text, typography, logos, watermarks, borders or graphic elements. NO second figure or shadow of a figure.
9. LIGHTING LOCK — MONOCHROME COOL WITH ONE WARM ACCENT — CRITICAL
A three-light gelled setup: soft blue key, cyan top rim, amber back kicker. All ambient light is cool; the amber is the single exception.

KEY — soft blue, front-side
A large soft source — a 1.2–1.5 m octabox or softbox — positioned approximately 35–45 degrees to the side of the lens axis opposite the direction the face turns (so it lights the near, broad side of the face), and 25–35 degrees above eye level.

Gel: cool blue, approximately #4FA8D8 to #6BBFE6 — a clean, slightly cyan blue, not indigo, not purple
Produces a broad, smooth wrap across the near forehead, cheek, nose and jaw with polished, specular highlightson the forehead, brow ridge, cheekbone, nose bridge and lips
Soft shadow beneath the brow, the nose, the lower lip and the jaw on the near side
One soft blue catchlight in each eye
RIM — cyan, top-back
A small source from above and behind, approximately 150–170 degrees from the lens axis and 45–60 degrees abovehead height.

Gel: bright cyan, approximately #7FE0F0 to #9FF0FA
Approximately 0.5–1 stop above the key
Produces a thin, crisp cool edge along the top of the hair, the crown, the top of the near ear, the upper rim of the glasses and the tops of both shoulders — separating the dark head and blazer from the teal backdrop
Width approximately 0.3–0.6% of frame width on the hair and shoulders
KICKER — amber, back-far
A small hard source from behind on the far side — the side the face turns toward — approximately 120–140 degreesfrom the lens axis and 10–25 degrees above eye level.

Gel: warm amber-orange, approximately #F0A040 to #FFB24A
Approximately 1 stop below the key
Produces a warm edge along the far cheekbone, the far jaw, the far ear and the far edge of the nose tip — the far half of the face carries this warmth as a narrow band, no wider than 10–15% of face width, blending into cool shadow toward the nose
A warm specular on the far edge of the glasses and a faint warm trace on the far shoulder
FILL
Ambient bounce from the cool set only — effectively 4:1 to 5:1 against the key. The far half of the face, where the amber does not reach, sits in cool shadow with full detail.

THE COLOUR HIERARCHY — MANDATORY
Cool everywhere. Warm in one place. The amber touches only the far edge of the face and the far shoulder. It never reaches the near side, the forehead centre, the neck front or the backdrop.
Do NOT let the key be white, neutral or warm — it is blue. Do NOT let the amber spread across the face, the neck or the backdrop. Do NOT omit the amber — without it the image is monochrome, and that is not the image. Do NOT add a second warm source or a warm fill. Do NOT let the cyan rim thicken into a glow or halo. Do NOT use flat, on-axis or ring-light illumination. Do NOT add a background light creating a hotspot.
10. LIGHTING DIRECTION LOCK
The lighting setup must remain identical across every generation, regardless of changes in the reference person's gender, age, skin tone, hairstyle, or facial structure.
The identity changes. The lighting does NOT change. Key side, angle, size and gel; rim position and gel; kicker position, gel and confinement; fill ratio — all stay fixed. Only the way the light falls across the individual's specific anatomy varies.
11. EXPOSURE & TONAL BALANCE LOCK
A mid-to-low-key image with a polished highlight range and deep cool shadows.
Approximate tonal placement, from brightest to darkest:

Cyan rim on hair, ear and shoulders — the brightest values, thin, near-clipping
Specular skin highlights — forehead, nose bridge, cheekbone, lip — bright blue-white, textured, just below clipping
Amber kicker edge — bright warm band on the far cheek and jaw
Key-lit near skin — upper mid-tones
Backdrop's bright teal zone — mid-tones, below the lit skin
Cool shadow skin — far side and under the jaw — lower mid-tones, readable
Backdrop mid and dark zones — dark
Turtleneck and blazer — near-black, with the blazer's texture faintly lit on the shoulders
Approximate distribution of the frame:

Backdrop, teal to near-black: 30–40%
Blazer and turtleneck: 25–35%
Lit and shadowed face, neck and ear: 22–30%
Hair: 5–10%
Rim, kicker and speculars: 2–4%
Behavior:

The skin highlights are polished and specular but retain pore texture inside them
The far half of the face is cool shadow with a warm edge — two colours, one face, no muddy overlap
The backdrop's bright zone sits below the lit skin
The garments are deep but not crushed — the blazer's weave reads on the shoulders
Do NOT clip the skin highlights to flat white. Do NOT crush the far side of the face, the turtleneck or the blazer to featureless black. Do NOT let the backdrop's bright zone compete with the lit skin. Do NOT flatten into an evenly lit, low-contrast result.
12. IMAGE QUALITY & SKIN SURFACE
Photorealistic, ultra-high resolution.

SKIN — POLISHED, NOT SMOOTHED
A dewy, polished sheen across the lit skin: the surface reflects the soft blue key as broad specular highlights on the forehead, brow ridge, cheekbone, nose bridge and lips — the look of well-prepped, lightly moisturised skin under a large source
Pores, fine lines and natural surface irregularity remain visible inside the highlights — the sheen sits on real texture
Realistic sub-surface depth: the skin reads as skin, not as a coated surface
EVERYTHING ELSE
Individually resolvable hair strands and the hairline edge, with the cyan rim tracing the silhouette
Facial hair, where the reference shows it, as discrete hairs with visible skin beneath
The glasses: fine metallic rims with two speculars (cool top, warm far), clear lenses with a soft blue cast and a small window reflection, temple arms resting on the ears
Fine rib on the turtleneck collar; a dense technical micro-texture on the blazer's lit shoulders and lapels
Physically believable soft shadow falloff; crisp, narrow rims
Natural highlight roll-off — the speculars are bright and smooth, not blown
Very fine, clean grain
No plastic, waxy or airbrushed skin. No pore removal, smoothing or blemish removal — the sheen is not a filter. No excessive sharpening or edge halos. No artificial HDR appearance. No beauty-filter effect. No CGI, 3D-render or video-game surface quality — the skin must not read as a rendered material.
13. COLOUR GRADING
A monochromatic cool grade with a single warm accent and honest skin.
Palette:

Backdrop: saturated cyan-teal to near-black blue
Key light on skin: cool blue, shifting the near side of the face toward a cool cast while the reference's own skin tone remains legible beneath it
Cyan rim: bright cool edge
Amber kicker: the only warm colour in the frame, confined to the far edge
Garments: neutral near-black
Lenses: faint blue
SKIN RULE
The blue key colours the light on the skin; it does not replace the skin. The near side reads as the reference's skin under blue light — its own hue and depth surviving the cast. The far edge reads as the reference's skin under amber. Nowhere does the skin become flat blue, flat orange or a muddy mix.
Tonal structure:

Strong saturation in the backdrop and the rims; the skin's cast is present but not overpowering
Sharp contrast between light and shadow: bright polished highlights, deep cool shadows, a clear terminator on the far cheek where amber meets shadow
Blacks deep and clean
Do NOT let the blue flatten the skin into a single blue tone. Do NOT let the amber spread or warm the whole face. Do NOT introduce a third colour — no magenta, purple, green or red anywhere. Do NOT shift the blue toward indigo or purple, or the amber toward red or yellow. Do NOT apply a teal-orange split as a grade — the warm is one light, not a LUT. Do NOT lift the blacks into a faded or matte look. Do NOT allow banding in the backdrop gradient.
14. CAMERA LOOK — 90mm APOCHROMATIC
Studio portraiture on a full-frame mirrorless system with a 90mm apochromatic lens.
Focal length: 90mm. Aperture: f/2.0 — shallow, with the face and the glasses inside the plane of focus.
Focus:

Critical focus on the near eye, through its lens
Both eyes, brows, nose, lips, skin texture, hairline, the near ear and the glasses' rims fully sharp
The far ear and far shoulder softer
The blazer's texture sharp at the near shoulder, softening across the far shoulder
The backdrop fully out of focus, its gradient dissolved into smooth colour
RENDERING CHARACTER
Apochromatic: no colour fringing at the bright rims or the glasses' wire, no halation, no glow — edges clean and exact
High micro-contrast on the in-focus plane: skin texture inside the speculars, the wire of the frames, the blazer's weave
Do NOT open so wide that the far eye or the glasses' rim softens. Do NOT stop down so far that the backdrop acquires structure. Do NOT render visible bokeh shapes. Do NOT introduce lens flare, halation, glow, colour fringing or a heavy applied vignette.
15. VISUAL HIERARCHY
The near eye through the lens → The amber edge on the far cheek and jaw → The polished highlights on forehead, nose and lips → The thin cyan rim over the crown and shoulders → The geometric wire of the glasses → The black collar rising from the dark blazer → The teal field
The face is the subject; the single warm touch is what makes the cool world read as a world. The glasses are the precise line across it. Everything below the jaw is one dark shape.
16. NON-NEGOTIABLE RULES
These must NEVER change between generations:

Identity, sex, gender presentation, age, skin tone, build and skin texture from the reference; wardrobe, glasses and pose applied to whoever the reference shows.
Hair and facial hair from the reference; facial hair only if present.
Thin metallic geometric frames with clear blue-cast lenses from this prompt, worn by every subject; eyes always readable through them.
Camera at eye level to 5 degrees below.
Head rotated 30–40 degrees; chin lifted 8–12 degrees; tilt within 3 degrees; shoulders rotated 15–25 degrees.
Both eyes visible; near ear fully visible.
Gaze off-camera, 20–30 degrees to the turned side, 5–10 degrees above the lens.
Precise, focused, cool, closed-mouth expression; no smile.
Chest-up framing; head 48–55% of frame height; eye line at 28–33% from the top.
5–9% headroom; head at 48–54% of frame width, looking into the open side.
Black slim turtleneck, collar rolled to just below the jaw.
Charcoal-black tailored blazer in a fine technical micro-texture, worn closed over the turtleneck.
No accessories unless in the reference.
Deep cyan-teal to near-black blue smooth diagonal gradient backdrop, brightest upper-far.
Soft blue key at 35–45 degrees on the near side, 25–35 degrees above eye level.
Bright cyan top-back rim, 0.5–1 stop above key, 0.3–0.6% of frame width on hair and shoulders.
Amber back kicker on the far side, 1 stop below key, confined to a band no wider than 10–15% of face width on the far cheek, jaw and ear.
Cool everywhere, warm in one place — the amber never reaches the near side, neck front or backdrop.
No white, neutral or warm key; no second warm source; no background light.
Fill 4:1–5:1; far-side shadow cool and readable.
Polished, dewy specular sheen on lit skin with pores visible inside the highlights.
Skin's own hue legible beneath the blue cast; never flat blue, flat orange or muddy.
No third colour anywhere.
90mm at f/2.0; both eyes, both rims and the near ear sharp; apochromatic clean edges.
No text, logos, watermarks, props, screens, hardware or second figures.
2:3 vertical aspect ratio.
17. REFERENCE PRIORITY SYSTEM
PRIORITY 1 — IDENTITY
Face, hair, facial hair, skin tone, skin texture, build, age, sex, gender presentation and natural likeness from the reference.

PRIORITY 2 — LIGHTING AND COLOUR HIERARCHY
Blue key, cyan rim, amber kicker in their positions and gels; cool everywhere, warm in one confined place; polished sheen with texture.

PRIORITY 3 — HEAD POSITION AND GAZE
The three-quarter turn, the lifted chin and the off-camera distant focus.

PRIORITY 4 — EYEWEAR AND WARDROBE
The thin geometric metallic frames, the black turtleneck and the technical-fabric blazer.

PRIORITY 5 — COMPOSITION AND BACKGROUND
The chest-up framing with the head large and off-centre, and the teal-blue diagonal gradient.

PRIORITY 6 — GRADE AND CAMERA
The monochromatic cool grade with honest skin, and the 90mm apochromatic f/2 look.
If the reference image conflicts with any of these instructions, preserve identity, anatomy, hair, facial hair, skin tone, skin texture, build and natural likeness from the reference, and preserve lighting, colour hierarchy, head position, gaze, eyewear, wardrobe, composition, background, grade and camera specification from this prompt.
18. NEGATIVE CONSTRAINTS
Identity errors
Do NOT generate:

A change in the subject's sex, gender presentation, age, ethnicity, skin tone or build from the reference
A generic "tech professional", "model" or "editorial" face imposed over the reference
A restyled, shortened, lengthened or re-edged hairstyle
Added or removed facial hair
Smoothed, poreless, plastic or airbrushed skin presented as "sheen"
Enlarged, brightened or recoloured eyes
An aged, de-aged, beautified, slimmed or widened face
The reference's own glasses retained instead of the specified frames
Lighting and colour errors
Do NOT generate:

A white, neutral or warm key
A blue key shifted to indigo or purple
A missing amber kicker — a fully monochrome blue image
Amber spreading across the face, the neck front, the near side or the backdrop
A second warm source or a warm fill
A cyan rim thickened into a glow, halo or neon outline
A missing cyan rim
Flat, on-axis or ring-light illumination
A background light creating a hotspot
Fill lifted until the far-side shadow disappears
A far side crushed to featureless black
Skin flattened into a single blue tone
A muddy blue-orange overlap on the far cheek
Any third colour — magenta, purple, green, red
Amber shifted to red or yellow
A teal-orange LUT look applied as a grade
Lifted, faded or matte blacks
Banding in the gradient
Head, gaze and expression errors
Do NOT generate:

A head squared to the lens, or turned past 40 degrees
A hidden far eye
A level or lowered chin, or a chin lifted beyond 12 degrees
A tilted head
Eye contact with the lens
Lowered eyes
A smile, visible teeth, scowl, squint, glare or theatrical intensity
A seductive, smouldering, parted-lip or heavy-lidded look
A blank, vacant or bored look
Eyewear and wardrobe errors
Do NOT generate:

Round, aviator, wayfarer, rectangular, shield or oversized frames
Thick, acetate, tortoiseshell or coloured frames
Opaque, mirrored, dark or heavily tinted lenses
Lens reflections covering the pupils
Missing glasses; frames that float, sit crooked or clip into the head
A grey, navy, coloured, glossy, plain or shiny blazer
A mock neck, crew neck or visible shirt
A scarf, tie, pocket square, pin or layered garment
A watch, ring, chain, earrings or accessory not in the reference
Composition and camera errors
Do NOT generate:

A high angle or a strong low angle
A dutch or tilted angle
A face-only, waist-up or full-body crop
A cropped head, chin, lens or near ear
A head centred exactly, or pushed to an edge
The face looking toward the frame edge instead of into the open side
Wide-angle distortion
A soft far eye or a soft glasses rim
A backdrop with visible structure
Visible bokeh shapes
Lens flare, halation, glow, colour fringing or a heavy vignette
Background and content errors
Do NOT generate:

A backdrop outside the cyan-teal-to-blue family
A textured, patterned, mottled or seamed backdrop
A hard spotlight, halo or hotspot behind the head
Objects, furniture, props, screens, monitors, tech hardware or set elements
Visible studio equipment
Text, typography, logos, watermarks, borders or graphic elements
A second figure or a figure's shadow
Rendering errors
Do NOT generate:

Skin that reads as a rendered, coated or CGI material
Blown, flat-white speculars
Facial hair as a flat mask
Hair rendered as a smooth mass without strands
Over-sharpened edges or halos
Artificial HDR appearance
Heavy noise or grain
Asymmetrical or misaligned eyes caused by generation error
Mismatched, missing or duplicated catchlights
Deformed ears; distorted teeth
Melted or discontinuous hair
CGI, 3D render or video-game look
Illustration, painting or stylized rendering
FINAL INSTRUCTION
Create the image as if the same photographer, same studio, same teal-blue gradient backdrop, same blue key, cyan rim and single amber kicker in the same positions, same camera, same 90mm apochromatic lens at f/2, same thin geometric glasses, same black turtleneck and technical blazer, same three-quarter lifted-chin pose and distant gaze, same framing and same monochromatic cool grade photographed a completely different person — whoever the reference shows.
Only the identity of the subject should change. The one warm light touches whatever face it is given.
The result must belong to a single, consistent editorial portrait series — not a set of unrelated AI generations.
IDENTITY CHANGES. EVERYTHING ELSE STAYS LOCKED.