A close up of a robot with a large body and a large head
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((Masterpiece, Top Quality, Best Quality, Official Art: 1.2)), ((Game Concept Design, Orc Form: 1.5)) Very detailed, highest detail, high resolution, ((ultra-detailed)), deformed fighter mech standing between tall buildings, with vortex fan propellers on both shoulders, glowing eyes, threaded gun barrels, Gatling heavy machine guns, military giant mechs, missiles, rocks, (more complex background, Maritime War Background: 1.3) Future Technology, Realism, NVIDIA RTX, Super Resolution, Unreal 5, Underground Scattering, PBR Textures, Post-processing, Anisotropic Filtering, Depth of Field, Maximum Acutance and Acutance, Multilayer Textures, Specular and Albedo Mapping, Surface Shading, Accurate Simulation of Light-Material Interactions, Perfect Proportions, Octane Rendering, Two-tone Lighting, Low Luminosity, White Balance, Rule of Thirds, Large Aperture, 8K Raw Data, High Efficiency Subpixels, Subpixel Convolution, Light Particles, light scattering, tyndall effect, ray tracing,
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((Masterpiece, Top Quality, Best Quality, Official Art: 1.2)), ((Game Concept Design, Orc Form: 1.5)) Very detailed, highest detail, high resolution, ((ultra-detailed)), deformed fighter mech standing between tall buildings, with vortex fan propellers on both shoulders, glowing eyes, threaded gun barrels, Gatling heavy machine guns, military giant mechs, missiles, rocks, (more complex background, Maritime War Background: 1.3) Future Technology, Realism, NVIDIA RTX, Super Resolution, Unreal 5, Underground Scattering, PBR Textures, Post-processing, Anisotropic Filtering, Depth of Field, Maximum Acutance and Acutance, Multilayer Textures, Specular and Albedo Mapping, Surface Shading, Accurate Simulation of Light-Material Interactions, Perfect Proportions, Octane Rendering, Two-tone Lighting, Low Luminosity, White Balance, Rule of Thirds, Large Aperture, 8K Raw Data, High Efficiency Subpixels, Subpixel Convolution, Light Particles, light scattering, tyndall effect, ray tracing,
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