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# 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() ,
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() ,
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very detailed Hyper realistic 3d photo , of [dave Chappell as god of mischief ] , highly detailed , digital masterpiece , trippy , 8k , smooth , [sharp focus] , fluorescent skin , unreal engine 5 rendered , illustration , cinematic lighting , [high octane render] , detailed environment] , [extremely detailed face] , [perfect human face] , high key lighting , highly detailed , fine detail , intricate , award - winning , fantasy , 3D , [no watermarks] , Use Face Correction:10 , Use Upscaling: RealESRGAN_x4plus , ,
very detailed Hyper realistic 3d photo , of [dave Chappell as cyborg] , with shotgun , highly detailed , digital masterpiece , trippy , 8k , smooth , [sharp focus] , fluorescent skin , unreal engine 5 rendered , illustration , cinematic lighting , [high octane render] , detailed environment] , [extremely detailed face] , [perfect human face] , high key lighting , highly detailed , fine detail , intricate , award - winning , fantasy , 3D , [no watermarks] , Use Face Correction:10 , Use Upscaling: RealESRGAN_x4plus , ,
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