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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(): ,
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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a realistic anatomically proportioned head , beautiful anatomically correct relative wax personify woman wearing a jellyfish dress kissing a robot , there is ugliness in beauty , but thither is too peach in ugliness. in the style of adrian ghenie , esao andrews , William LE Baron Jenny saville , Edward hopper , surrealism , night art by james jean , 1950 ex post facto time to come fine fine art undefined designs borders lines decorations space machine , 8K UHD ultrarealist with veins and arteries carved in porcelain porcelain , complex 3d render , hyper detailed , ultrasharp , natural soft flange light , morning glory flowers , patterned vines stems leaves , white bloom lilac-colored hibiscus flowers , made of white pore fungi , sinuous fractal mesh ticket roots , ticket filigree foliage lace , style by Alexander mcqueen , art nouveau forge embroidered , intricate details , mandelbrot fractal , white background , light yellow get off soft orange details , anatomical , spirit muscles , cable wires , clear microchip , hyper realistic , ultra detailed , octane render , h. r. giger style , volumetrical lighting , 8k ,
a realistic anatomically proportioned head , beautiful anatomically correct relative wax personify woman wearing a jellyfish dress kissing a robot , there is ugliness in beauty , but thither is too peach in ugliness. in the style of adrian ghenie , esao andrews , William LE Baron Jenny saville , Edward hopper , surrealism , night art by james jean , 1950 ex post facto time to come fine fine art undefined designs borders lines decorations space machine , 8K UHD ultrarealist with veins and arteries carved in porcelain porcelain , complex 3d render , hyper detailed , ultrasharp , natural soft flange light , morning glory flowers , patterned vines stems leaves , white bloom lilac-colored hibiscus flowers , made of white pore fungi , sinuous fractal mesh ticket roots , ticket filigree foliage lace , style by Alexander mcqueen , art nouveau forge embroidered , intricate details , mandelbrot fractal , white background , light yellow get off soft orange details , anatomical , spirit muscles , cable wires , clear microchip , hyper realistic , ultra detailed , octane render , h. r. giger style , volumetrical lighting , 8k ,
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https://media.discordapp.net/attachments/990816843709173800/1058117919063674961/SPOILER_pragati.jpg girl , full body portrait , realistic , unreal engine , black hair , wet hair , wearing thin mesh strapless see through bra , white tight shorts , night time , light from front , love , romance , tenderness , revealing dress , girl is standing in her bedroom , night time , location bedroom , girl is looking at the camera and smiling , looking at the camera , belly visible , knee visible , light source from top ,
school girl looking at the aky , by greg rutkowski and studio ghibli , minimalist , white face paint , rectilinear vaporwave , mesh headdress , by krenz cushart and donato giancola and william adolph bouguereau and alphonse mucha , portrait photo of a beautiful cyborg woman in lingerie lying on her bed + face , iron armor , digital portrait by Greg Rutkowski , still life , Elon MUsk as MODOK , constellation geometry mandal background , mental health , not realistic , rogue thief , super powers , flames everywhere , game of thrones ,
a realistic anatomically proportioned head , beautiful anatomically correct relative wax personify woman wearing a jellyfish dress kissing a robot , there is ugliness in beauty , but thither is too peach in ugliness. in the style of adrian ghenie , esao andrews , William LE Baron Jenny saville , Edward hopper , surrealism , night art by james jean , 1950 ex post facto time to come fine fine art undefined designs borders lines decorations space machine , 8K UHD ultrarealist with veins and arteries carved in porcelain porcelain , complex 3d render , hyper detailed , ultrasharp , natural soft flange light , morning glory flowers , patterned vines stems leaves , white bloom lilac-colored hibiscus flowers , made of white pore fungi , sinuous fractal mesh ticket roots , ticket filigree foliage lace , style by Alexander mcqueen , art nouveau forge embroidered , intricate details , mandelbrot fractal , white background , light yellow get off soft orange details , anatomical , spirit muscles , cable wires , clear microchip , hyper realistic , ultra detailed , octane render , h. r. giger style , volumetrical lighting , 8k ,
a realistic anatomically proportioned head , beautiful anatomically correct relative wax personify woman wearing a jellyfish dress kissing a robot , there is ugliness in beauty , but thither is too peach in ugliness. in the style of adrian ghenie , esao andrews , William LE Baron Jenny saville , Edward hopper , surrealism , night art by james jean , 1950 ex post facto time to come fine fine art undefined designs borders lines decorations space machine , 8K UHD ultrarealist with veins and arteries carved in porcelain porcelain , complex 3d render , hyper detailed , ultrasharp , natural soft flange light , morning glory flowers , patterned vines stems leaves , white bloom lilac-colored hibiscus flowers , made of white pore fungi , sinuous fractal mesh ticket roots , ticket filigree foliage lace , style by Alexander mcqueen , art nouveau forge embroidered , intricate details , mandelbrot fractal , white background , light yellow get off soft orange details , anatomical , spirit muscles , cable wires , clear microchip , hyper realistic , ultra detailed , octane render , h. r. giger style , volumetrical lighting , 8k ,