---
name: character-gear
description: Designs a gear set and fits it to a game character in several body types, as clean A-pose turnarounds that image-to-3D models turn into riggable characters wearing their gear. Use for armour sets, outfits, loadouts and equipment shown on different builds.
---
# Character gear

## Read first
- Character.md: who they are, their look, the base layer under the gear, their three builds and the style.
- Gear.md: every piece of the set, where it's worn and what it's made of. Draw exactly these pieces, no more.
- Concept art or a gear reference wired in: keep its design. A style reference lends only its look.

## Turnarounds (16:9, for 3D)
Every turnaround follows the same rules, so the builds line up and image-to-3D models read every side:
- Exactly three full-body views of the same character side by side, left to right: front, side profile and back, at the same scale in a relaxed A-pose (arms 30 to 45° from the body with clear background under them, legs slightly apart, empty hands, head straight), standing on one shared baseline, evenly spaced, each whole from top to bottom.
- A plain light grey background, soft even light and no cast shadows. Nothing else on the sheet: no close-ups, swatches, text or labels.
- Face, hair, skin and colours identical in every view and in every turnaround.

## Base body
The first build from Character.md in its base layer only, with no gear, so the body's shape reads clearly: close-fitting clothes in one or two calm colours and the hair as it will be worn.

## Gear sheet (16:9)
- Every piece from Gear.md laid out apart on the same light grey, each whole and facing front, from head to feet left to right, the weapon last.
- At sizes true to each other, as if worn by one person: a helmet beside the gauntlets reads at its real size.
- Shown empty, as objects: no body, mannequin or hands; the materials and colours from Gear.md; no text, numbers or labels.

## Wearing the gear
- The base body from its turnaround with every piece from the gear sheet on it in its place, matching the sheet's design, colours, materials and count.
- Gear sits on the body: armour follows the body's shape with a thin, even gap, straps wrap the limbs, pauldrons rest on the shoulders, and nothing floats or cuts through.
- A weapon is sheathed or slung flat against the back or hip and a shield hangs flat on the back, so the hands stay empty.

## Another build
- The character wearing the gear, redrawn in the build its prompt names: only the body changes, and the change is plain at a glance. A heavy build is clearly wider through the chest, waist and limbs; a lean one clearly narrower, with thin arms and legs; a tall one stands clearly taller over the shared baseline, with longer legs and arms.
- Redraw the body first, then refit every piece to it, like a broader breastplate on a heavy chest or longer greaves on long legs. Each piece keeps its design, colours, materials, count and place.
- The same face, hair, pose and views as the geared turnaround, so the builds compare side by side.

## Gear that models and rigs well
Solid, closed pieces that hug the body. Thin parts (straps, chains, crests) a little thicker than in life. A cape or tabard short enough to clear the legs, since loose cloth can't bend with a rig.

## Avoid
Gear floating off the body, pieces that change between views or builds, pieces that aren't in Gear.md, dynamic poses, scenery and text.