A man in armor standing in a room with a sword
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Broken [brown: white: 0.5] theme, ((gradient background: 1.1))),panorama, full body, best quality, masterpiece, super high resolution, (realism:1.4), absurdity, cinema lighting, a strong man, (((muscle lines))), strong, (((human head))), delicate human face, (anatomically correct), ((glowing )), short white hair, red eyes, (parchment pattern clothing decoration), ((white shoes)), surrealism, steampunk, Intricate design, extreme detail, fine detail, HDR (High Dynamic Range), Ancient Technology, HDR (High Dynamic Range), Ray Tracing, NVIDIA RTX, Super Resolution, Unreal 5, Subsurface Scattering, PBR Textures, Post-processing, Anisotropic Filtering, Depth of Field, Maximum Clarity and Acutance, Multi-layer Textures, Albedo and Highlight Maps, Surface Shading, Accurate Simulation of Light-Material Interactions, Perfect Ratios, Octane Rendering, Two-tone Lighting, Low ISO, White Balance, Rule of Thirds, wide aperture, 8K RAW, high efficiency sub-pixel, subpixel convolution, luminescent particles, light scattering
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Broken [brown: white: 0.5] theme, ((gradient background: 1.1))),panorama, full body, best quality, masterpiece, super high resolution, (realism:1.4), absurdity, cinema lighting, a strong man, (((muscle lines))), strong, (((human head))), delicate human face, (anatomically correct), ((glowing )), short white hair, red eyes, (parchment pattern clothing decoration), ((white shoes)), surrealism, steampunk, Intricate design, extreme detail, fine detail, HDR (High Dynamic Range), Ancient Technology, HDR (High Dynamic Range), Ray Tracing, NVIDIA RTX, Super Resolution, Unreal 5, Subsurface Scattering, PBR Textures, Post-processing, Anisotropic Filtering, Depth of Field, Maximum Clarity and Acutance, Multi-layer Textures, Albedo and Highlight Maps, Surface Shading, Accurate Simulation of Light-Material Interactions, Perfect Ratios, Octane Rendering, Two-tone Lighting, Low ISO, White Balance, Rule of Thirds, wide aperture, 8K RAW, high efficiency sub-pixel, subpixel convolution, luminescent particles, light scattering
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Checkpoint & LoRA
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