Use case: stylized-concept. Asset type: high quality 3D character concept to bootstrap an image-to-3D model for Heroes of Might and Magic III. Input image is a DESIGN REFERENCE ONLY: original Wight sprite, not an image to enlarge mechanically. Reinterpret this exact creature as an expertly sculpted, textured, believable dark fantasy game character, retaining its distinctive native silhouette and brown palette. ONE full-body floating wight, three-quarter front view facing slightly to image right, isolated on transparent background. Adult human skull with anatomically readable eye sockets, cheekbones and jaw inside a deep irregular brown cowl; hunched shoulders, narrow torso, emaciated skeletal hands reaching slightly forward with elbows bent, both hands individually readable and separated from torso. Worn heavy brown burial robes: layered overlapping fabric panels, broad sculpted hanging folds, frayed torn sleeve cuffs, asymmetrical narrow hanging strips tapering to a ragged floating lower silhouette. The robe has weight and irregular construction, wraps the shoulders naturally, with deep cloth thickness at hood opening, no smooth egg-shaped hood. Slightly exposed collar bones inside the collar. No visible legs or feet. Native sprite proportions: head small relative to total body, total silhouette long and narrow, brown cloth with pale bone contrast. High quality sculptural fantasy realism, early Heroes III pre-rendered aesthetic brought to modern material fidelity, crisp readable major forms even when reduced to 180 pixels high. Soft neutral studio illumination from upper left, subtle fill revealing cloth shape, restrained surface texture and no overbright glow. Full character centered with generous empty margin, no cropping, no floor, no cast shadow, no scenery, no pedestal, no text. No scythe, no staff, no weapons, no armor, no halo, no smoke hiding the garment, no cartoon grin, no cute mascot, no cylindrical cone body, no giant head. Hands should have one thumb and four fingers each. Keep this a coherent character sculpt rather than a painted scene or an assembly of geometric primitives.