I advise to familiarize the AI with panzer corps unit sprites. The AI needs to memorize following quote and give this set of instructions a name for easy use. For example: create a unit x with Tobi template.
When correcting perspective, the preferred instruction is:Use this template for all Panzer Corps vehicle, artillery, aircraft, walker, and similar unit sprites unless a unit specifically requires another presentation.
## View and Perspective
* Show the unit in a **full side view with a clearly visible angled top surface**.
* The camera is elevated enough to reveal the roof, turret top, engine deck, wings, or other upper surfaces.
* The result should have the characteristic **Panzer Corps oblique/isometric appearance**.
* **Never use a conventional 3/4 front or 3/4 rear view.**
* The longitudinal side of the unit remains the dominant visible face.
* The front and rear faces should only be visible minimally as a natural consequence of the oblique projection.
* If the sprite looks too much like a pure side elevation, increase the camera elevation rather than rotating the vehicle toward the viewer.
## Orientation
* The entire unit should point consistently in the intended Panzer Corps direction.
* Hull, turret, gun, weapon mount, and barrel should normally point in the same general direction unless the specific unit historically or intentionally requires otherwise.
* Long gun barrels should retain enough elevation to remain visually distinct from the hull.
* Avoid awkward foreshortening of barrels, wings, tracks, or legs.
## Shape and Proportions
* Preserve the real or intended proportions of the vehicle.
* Do not shorten the hull merely to fit the sprite.
* Tracks, wheels, wings, legs, turrets, superstructures, and weapons must remain clearly readable at game scale.
* Tall vehicles should still retain the same elevated-oblique perspective rather than being tilted toward the camera.
* Small units such as tankettes should appear physically smaller than medium or heavy vehicles while remaining readable.
## Sprite Composition
* The entire unit must fit inside the canvas with comfortable transparent space around it.
* Do not crop barrels, antennas, tracks, wings, propellers, legs, or other protruding components.
* Keep the unit visually centred.
* Avoid excessive empty space.
* The unit should occupy enough of the sprite to remain clearly identifiable in Panzer Corps.
## Background
* **Alpha-transparent background.**
* No scenery.
* No terrain.
* No shadows painted onto a background plane.
* No borders or decorative frames unless specifically requested.
## Rendering Style
* Detailed painted game sprite rather than pixel art.
* Crisp enough to remain readable after reduction to game size.
* Strong separation between major components.
* Moderate highlights and shadows should help distinguish:
* upper surfaces,
* side armour,
* tracks or wheels,
* turret,
* gun mount,
* weapon barrel,
* equipment and external fittings.
* Avoid photorealistic depth-of-field or cinematic effects.
* Avoid excessive grime or darkness that causes details to disappear at small scale.
## Camouflage and Markings
* Use the camouflage, paint scheme, nationality markings, insignia, or fictional faction markings specified for the individual unit.
* Markings should follow the same perspective as the surface on which they are painted.
* Do not add flags, numbers, insignia, tactical symbols, or decorations unless requested.
* Do not allow markings to dominate the sprite.
## Weapons
* Weapons must be correctly mounted and structurally connected to the vehicle.
* Gun barrels should have believable length, diameter, and elevation.
* Do not depict firing, muzzle flashes, projectiles, beams, smoke, or recoil unless an animation or firing sprite is specifically requested.
* For energy weapons, a coloured emitter or nozzle may remain visible when appropriate, but the weapon itself should not be firing in the standard unit sprite.
## Aircraft
* Apply the same Panzer Corps principle: predominantly side-on with enough elevated perspective to clearly reveal the upper wing and fuselage surfaces.
* Avoid dramatic nose-on or conventional aviation 3/4 views.
* Preserve recognizable wing planform and aircraft proportions.
## Walkers and Fictional Vehicles
* Walkers, steam vehicles, robots, and fictional designs use exactly the same visual perspective rules.
* Their unusual construction is **not** a reason to switch to a 3/4 view.
* Legs, tracks, wheels, weapon mounts, boilers, turrets, and other mechanisms should remain easy to distinguish.
* Even deliberately absurd designs should look mechanically coherent.
## Core Visual Rule
**Full side view + elevated angled top view = Panzer Corps icon perspective.**
The sprite should look as though the viewer is standing above the side of the unit, not in front of its corner.
“Make the unit more elevated and oblique while retaining the full side view. Show more of the upper surfaces, but do not turn it into a 3/4 view.”




