Explore AI generated designs, images, art and prompts by top community artists and designers.
Underwater series /// High detail RAW color photo professional , highly detail face: 1.4 , a detailed portrait of a woman floating underwater wearing long flowing dress , nymph style , amazing underwater , detailed skin , wet clothes , wet hair , see-through clothes , lens flare , shade , tindal effect , lens flare , backlighting , bokeh ,
Underwater series /// High detail RAW color photo professional , highly detail face: 1.4 , a detailed portrait of a woman floating underwater wearing long flowing dress , nymph style , amazing underwater , detailed skin , wet clothes , wet hair , see-through clothes , lens flare , shade , tindal effect , lens flare , backlighting , bokeh ,
Underwater series /// High detail RAW color photo professional , highly detail face: 1.4 , a detailed portrait of a woman floating underwater wearing long flowing dress , nymph style , amazing underwater , detailed skin , wet clothes , wet hair , see-through clothes , lens flare , shade , tindal effect , lens flare , backlighting , bokeh ,
# 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() ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
A game-rendered tundra landscape , viewed from a top-down perspective. The terrain is covered in a seamless , windswept grass texture with a mix of golden yellow , rusty orange , and reddish-brown hues , creating a dry , autumnal feel. The grass appears soft and uniform , with only subtle , natural undulations that make the surface slightly uneven. There are no distinct clumps or tufts , just a continuous , slightly irregular grass cover , with gentle variations in height and density. The colors blend smoothly , with warmer shades fading into lighter patches , giving the impression of an open tundra with a naturally textured surface. ,
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 ,
Underwater series /// High detail RAW color photo professional , highly detail face: 1.4 , a detailed portrait of a woman floating underwater wearing long flowing dress , nymph style , amazing underwater , detailed skin , wet clothes , wet hair , see-through clothes , lens flare , shade , tindal effect , lens flare , backlighting , bokeh ,
A serene , nighttime landscape depicts a grassy field at the base of a hill. A dark wooden coffin , draped with a golden-yellow cloth , rests in the middle ground. The coffin is positioned slightly off-center , towards the lower portion of the image. A large , golden-domed building , resembling a mosque , is visible in the background , nestled among trees and hills. A yellow banner hangs from a wooden pole near the left side of the image. The field is covered in small , glowing yellow flowers. The colors are muted and dark , dominated by shades of deep green for the foliage and hills , contrasted by the golden yellow of the dome , banner , and cloth covering the coffin. The night sky is dark , with scattered , small , golden stars. The lighting is soft and atmospheric , highlighting the details of the buildings and the textures of the landscape. The overall style is reminiscent of a storybook illustration or a painting , with smooth , detailed brushstrokes creating a peaceful and mystical atmosphere. The perspective is from a slightly elevated position looking down at the scene. Important details include the presence of the banner , the glowing flowers , the dark wood of the coffin and the subtle lighting on the buildings in the distance. ,
A detailed drawing , shion , night , clean focus , full shot splash , comic , flat design , colorful shades , highly detailed , clean , vector image , flat white background , vibrant , vector , vintage , rustic , distressed texture , faded colors , line art , engraving style , background white , no shadows , 16k , focus , deviant art masterpiece. proportional. ,
A futuristic cyberpunk city at night , illuminated by neon lights in shades of blue , pink , and purple. A lone bounty hunter , wearing a sleek , high-tech exosuit , stands on a rooftop overlooking the busy streets below. The rain glistens on their armored suit , reflecting the vibrant city lights. Flying cars zip through the air , and holographic billboards display advertisements in various languages. The scene is cinematic , with a deep sense of mystery and adventure. ,
An ancient oak tree stands in the middle of a meadow , its strong and deep roots intertwined , symbolizing the unbreakable bond and support of family. Around it , small birds have built their nests in its branches , and squirrels play among the leaves , representing the warmth of home. Beneath its shade , a pair of tiny children's shoes lie abandoned , and a rope swing sways gently in the breeze , evoking memories of childhood and unconditional love. The golden light of the sunset filters through the leaves , casting soft shadows that seem to embrace the ground , conveying a feeling of refuge , nostalgia , and everlasting love. ,
Create an abstract and cubist poster design titled 'Chess in Motion'. In this design , represent chess pieces using a variety of geometric shapes and multifaceted perspectives to convey a sense of movement and dynamism. The chessboard should consist of sharp horizontal and vertical lines to emphasize structure and contrast. For the background , use a vibrant gradient that transitions smoothly between shades of blue and orange , enhancing the energetic feel of the composition. The overall design should be bold , dynamic , and visually striking , appealing to both art enthusiasts and chess lovers ,
A realistic depiction of a hybrid of a minotaur and a mermaid. The upper body is a powerful human torso with a bull's head , large horns , muscular arms with webbing between the fingers. The lower body is a long , graceful fish tail covered with shiny scales. The background is an underwater world with corals , light breaking through the water , and sea plants. Style - fantasy , realistic detailing , magical atmosphere. Color scheme: blue , green and gold shades. Lighting: soft , underwater , with highlights on the scales and horns ,