Explore AI generated designs, images, art and prompts by top community artists and designers.
professional photo of a beautiful young woman , gorgeous beauty , sweaty pale skin , symmetrical face , wearing white sports bra , toned stomach , dense voluminous hair , rooftop terrasse gym in background , penthouse environment , stunning background with city view , cinematic lighting , highly detailed , intricate , sharp focus , (((depth of field))) , (((f/1.8))) , 85mm , (((professionally color graded))) , (((dusk))) , soft diffused light , volumetric fog , hdr 4k , 8k ,
modelshoot style , (extremely detailed CG unity 8k wallpaper) , (front view:1.2) , full shot body photo of beautiful Ancient Chinese woman(young Liu Yifei :1.2) , (karate hand:1.2) , (hand hold bamboo flute) , (Kung fu master:1.2) , top of mountain , (sun shine through tree:1.3) , (sun shine on body:1.3) , (bamboo hat) , (hair through hat) , standing , (sexy revealing dress:1.3) , ( winter mountain:1.2) , ( windy storm snow:1.1) , ( strong wind :1.5) , ( strong wind :1.5) , NSFW , sexy model , (see through dress:1.2) , (show half breast:1.3) , pearl skin , fit shirt , (show half thigh :1.3) , (eyes contact:1.2) , angry , front hair bang , professional majestic oil painting by Ed Blinkey , Atey Ghailan , Studio Ghibli , by Jeremy Mann , Greg Manchess , Antonio Moro , trending on ArtStation , trending on CGSociety , Intricate , High Detail , Sharp focus , dramatic , photorealistic painting art by midjourney and greg rutkowski ,
modelshoot style , (extremely detailed CG unity 8k wallpaper) , (front view:1.2) , full shot body photo of beautiful Ancient Chinese woman(young Liu Yifei :1.2) , (karate hand:1.2) , (hand hold bamboo flute) , (Kung fu master:1.2) , top of mountain , (sun shine through tree:1.3) , (sun shine on body:1.3) , (bamboo hat) , (hair through hat) , standing , (sexy revealing dress:1.3) , ( winter mountain:1.2) , ( windy storm snow:1.1) , ( strong wind :1.5) , ( strong wind :1.5) , NSFW , sexy model , (see through dress:1.2) , (show half breast:1.3) , pearl skin , fit shirt , (show half thigh :1.3) , (eyes contact:1.2) , angry , front hair bang , professional majestic oil painting by Ed Blinkey , Atey Ghailan , Studio Ghibli , by Jeremy Mann , Greg Manchess , Antonio Moro , trending on ArtStation , trending on CGSociety , Intricate , High Detail , Sharp focus , dramatic , photorealistic painting art by midjourney and greg rutkowski ,
# Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): bpy.ops.mesh.primitive_cone_add(radius1=1 , radius2=0 , depth=2 , location=(0 , 0 , 3.5)) hat = bpy.context.active_object hat.name = "Hat" bpy.ops.object.shade_smooth() # Fonction pour créer une sphère pour les mains def create_hands(): bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(1.5 , 0 , 1)) hand1 = bpy.context.active_object hand1.name = "Hand1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(-1.5 , 0 , 1)) hand2 = bpy.context.active_object hand2.name = "Hand2" bpy.ops.object.shade_smooth() # Fonction pour créer des cubes pour le torse et les pieds def create_body(): bpy.ops.mesh.primitive_cube_add(size=2 , location=(0 , 0 , 0.5)) body = bpy.context.active_object body.name = "Body" bpy.ops.object.shade_smooth() def create_feet(): bpy.ops.mesh.primitive_cube_add(size=1 , location=(1 , 0 , -1)) foot1 = bpy.context.active_object foot1.name = "Foot1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_cube_add(size=1 , location=(-1 , 0 , -1)) foot2 = bpy.context.active_object foot2.name = "Foot2" bpy.ops.object.shade_smooth() # Appel des fonctions pour créer le personnage create_head() create_limb("RightArm" , 0.2 , 2 , (1.5 , 0 , 1)) create_limb("LeftArm" , 0.2 , 2 , (-1.5 , 0 , 1)) create_limb("RightLeg" , 0.3 , 2 , (0.5 , 0 , -1)) create_limb("LeftLeg" , 0.3 , 2 , (-0.5 , 0 , -1)) create_hat() create_hands() create_body() create_feet() ,
import bpy # Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): ,
import bpy # Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): bpy.ops.mesh.primitive_cone_add(radius1=1 , radius2=0 , depth=2 , location=(0 , 0 , 3.5)) hat = bpy.context.active_object hat.name = "Hat" bpy.ops.object.shade_smooth() # Fonction pour créer une sphère pour les mains def create_hands(): bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(1.5 , 0 , 1)) hand1 = bpy.context.active_object hand1.name = "Hand1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(-1.5 , 0 , 1)) hand2 = bpy.context.active_object hand2.name = "Hand2" bpy.ops.object.shade_smooth() # Fonction pour créer des cubes pour le torse et les pieds def create_body(): bpy.ops.mesh.primitive_cube_add(size=2 , location=(0 , 0 , 0.5)) body = bpy.context.active_object body.name = "Body" bpy.ops.object.shade_smooth() def create_feet(): bpy.ops.mesh.primitive_cube_add(size=1 , location=(1 , 0 , -1)) foot1 = bpy.context.active_object foot1.name = "Foot1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_cube_add(size=1 , location=(-1 , 0 , -1)) foot2 = bpy.context.active_object foot2.name = "Foot2" bpy.ops.object.shade_smooth() # Appel des fonctions pour créer le personnage create_head() create_limb("RightArm" , 0.2 , 2 , (1.5 , 0 , 1)) create_limb("LeftArm" , 0.2 , 2 , (-1.5 , 0 , 1)) create_limb("RightLeg" , 0.3 , 2 , (0.5 , 0 , -1)) create_limb("LeftLeg" , 0.3 , 2 , (-0.5 , 0 , -1)) create_hat() create_hands() create_body() create_feet() ,
import bpy # Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): bpy.ops.mesh.primitive_cone_add(radius1=1 , radius2=0 , depth=2 , location=(0 , 0 , 3.5)) hat = bpy.context.active_object hat.name = "Hat" bpy.ops.object.shade_smooth() # Fonction pour créer une sphère pour les mains def create_hands(): bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(1.5 , 0 , 1)) hand1 = bpy.context.active_object hand1.name = "Hand1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(-1.5 , 0 , 1)) hand2 = bpy.context.active_object hand2.name = "Hand2" bpy.ops.object.shade_smooth() # Fonction pour créer des cubes pour le torse et les pieds def create_body(): bpy.ops.mesh.primitive_cube_add(size=2 , location=(0 , 0 , 0.5)) body = bpy.context.active_object body.name = "Body" bpy.ops.object.shade_smooth() def create_feet(): bpy.ops.mesh.primitive_cube_add(size=1 , location=(1 , 0 , -1)) foot1 = bpy.context.active_object foot1.name = "Foot1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_cube_add(size=1 , location=(-1 , 0 , -1)) foot2 = bpy.context.active_object foot2.name = "Foot2" bpy.ops.object.shade_smooth() # Appel des fonctions pour créer le personnage create_head() create_limb("RightArm" , 0.2 , 2 , (1.5 , 0 , 1)) create_limb("LeftArm" , 0.2 , 2 , (-1.5 , 0 , 1)) create_limb("RightLeg" , 0.3 , 2 , (0.5 , 0 , -1)) create_limb("LeftLeg" , 0.3 , 2 , (-0.5 , 0 , -1)) create_hat() create_hands() create_body() create_feet() ,
full body portrait photograph of Madison Beer as Pocahontas , young beautiful native american woman , perfect symmetrical face , feather jewelry , traditional handmade dress , armed female hunter warrior , (((wild west))) environment , Utah landscape , ultra realistic , concept art , elegant , ((intricate)) , ((highly detailed)) , depth of field , ((professionally color graded)) , 8k , art by artgerm and greg rutkowski and alphonse mucha , 4k , clean , realistic face , realistic eyes , highest quality , realistic hands , trending on artstation , masterpiece , NSFW , five fingers ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in fine , windswept grass with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal appearance. The grass texture is soft and subtle , with small , scattered tufts forming gentle variations in density. The colors transition naturally , with warmer tones blending into lighter , sunlit patches. The surface appears uneven yet smooth , with subtle variations in shading , giving the impression of a vast , open tundra with a slightly rugged and organic texture ,
Spiral shaped audience seating: The audience seating is no longer symmetrical circular or fan-shaped , but extends outward from the central stage in a spiral shape , like a flowing olive branch. The spiral design breaks the traditional viewing relationship , allowing the audience to watch the performance from different angles and heights , and gain a unique visual experience. Distributed stage: The stage is no longer limited to a fixed area , but is dispersed at various nodes of the spiral shaped audience seating. Actors can perform on different stages , and audiences can follow in their footsteps and freely move around the theater to experience different plot developments. Immersive Landscape: Olive trees and other Mediterranean plants are planted in the theater , creating a natural landscape barrier and interactive space. Viewers can rest under the shade of trees or interact with plants to become a part of the performance. Modular structure: Spiral foundation module: composed of prefabricated concrete components , forming a spiral foundation structure. Each component is approximately 2 meters long , 0.5 meters wide , and 0.3 meters high , with a moderate weight for easy transportation and installation. Modular platform: Each spiral node is equipped with a modular platform that can serve as a stage or audience seat. The platform is composed of lightweight steel structures and wooden boards , which can be quickly built and dismantled. Removable seats: The seats are made of lightweight materials and can be freely moved and combined to meet different performance needs. Ecological Landscape Module: Install an ecological landscape module on each spiral node , planting olive trees or other Mediterranean plants. The module is made of recyclable materials for easy maintenance and replacement. Featured features: Top view: The theater is spiral shaped with a circular pool in the center , and a statue of the Virgin Mary stands in the center of the pool. The spiral shaped audience seats extend outward from the pool , with a modular platform and ecological landscape module set up at each node. Side view: The theater is in a stepped shape , with spiral shaped audience seats gradually rising , providing a good view for the audience. The modular platform and ecological landscape modules are arranged in a staggered manner between the audience seats. Perspective view: Viewers can freely move on the spiral shaped audience seats and watch the performance from different angles. Actors perform on different modular platforms and interact with the audience. Olive trees and other Mediterranean plants add a natural atmosphere to the theater. The breakthrough modular outdoor theater of "Olive Branch and Our Lady's Song" will become a new trend in the future development of outdoor theaters with its unique design concept and breakthrough layout , providing people with more opportunities to experience art , get close to nature , and experience culture ,