Explore AI generated designs, images, art and prompts by top community artists and designers.
Creating an ultra-high-resolution (8K UHD) , hyperrealistic photograph as you described would involve a detailed artistic process , typically executed by a skilled photographer or digital artist. Here’s a breakdown of how one might approach this concept: ### Concept Development 1. **Subject Selection**: Choose the Tower of Hercules lighthouse as the focal point , ensuring accurate architectural details for the miniature replica. 2. **Bottle Design**: Design an artisanal glass bottle that is thick and clear , emphasizing its craftsmanship. ### Scene Composition 1. **Setting**: Use a dark , weathered wooden tabletop as the base , highlighting its rich textures and imperfections. 2. **Base Design**: Create sculpted glass waves that appear dynamic and fluid , anchoring the bottle visually. ### Lighting 1. **Spotlight**: Position a warm spotlight to create dramatic shadows and highlights , enhancing the textures of the glass , liquid , and stone. 2. **Internal Glow**: Ensure the electric-blue liquid inside the bottle emits a soft glow , illuminating the miniature lighthouse. ### Texturing and Detailing 1. **Miniature Lighthouse**: Render the Tower of Hercules with realistic stone textures , incorporating slight weathering for authenticity. 2. **Liquid Effects**: Create a bioluminescent effect for the blue liquid , ensuring it interacts with the light source effectively. ### Text Detail 1. **Lettering**: Design the 'HERCULES' lettering in aged steel , ensuring it catches the light and complements the overall aesthetic. ### Final Rendering 1. **Focus and Depth of Field**: Use sharp focus on the bottle and its contents , with a slightly shallow depth of field to blur the edges of the tabletop , drawing attention to the main subject. 2. **Post-Processing**: Enhance the image in post-production to ensure photorealistic quality , adjusting colors , contrasts , and sharpness as needed. ### Mood and Style 1. **Emotional Impact**: Aim to evoke feelings of ancient endurance and maritime history through the composition , lighting , and textures. This concept would likely be executed using advanced 3D modeling software (like Blender or Maya) for the bottle and lighthouse , combined with high-resolution textures and lighting techniques. The final image would be rendered in 8K UHD to achieve the desired level of detail and realism. ,
A stylized render of a futuristic residential or public building (such as a house , school , or hospital) in the center of the image , set in a fictional industrial city. The building has a unique , geometric form with a simplified , semi-toy-like aesthetic. It is made of concrete with soft blue or gray colors , and features glowing windows. The scene includes a background with other simplified structures — apartment blocks , warehouses , cargo containers , monorail tracks , and mining equipment. The camera looks directly at the building (not isometric). The environment resembles a tundra or barren plain in summertime , with patches of dry grass and warm sunlight. There are no roads , vehicles or signs — just buildings and terrain. The visual style is inspired by city-building games , with slightly exaggerated shapes and a clean , stylized look — somewhere between realism and cartoon , like SimCity BuildIt reimagined in a quiet industrial colony. ,
A stylized render of a futuristic residential or public building (such as a house , school , or hospital) in the center of the image , set in a fictional industrial city. The building has a unique , geometric form with a simplified , semi-toy-like aesthetic. It is made of concrete with soft blue or gray colors , and features glowing windows. The scene includes a background with other simplified structures — apartment blocks , warehouses , cargo containers , monorail tracks , and mining equipment. The camera looks directly at the building (not isometric). The environment resembles a tundra or barren plain in summertime , with patches of dry grass and warm sunlight. There are no roads , vehicles or signs — just buildings and terrain. The visual style is inspired by city-building games , with slightly exaggerated shapes and a clean , stylized look — somewhere between realism and cartoon , like SimCity BuildIt reimagined in a quiet industrial colony. ,
A stylized render of a futuristic residential or public building (such as a house , school , or hospital) in the center of the image , set in a fictional industrial city. The building has a unique , geometric form with a simplified , semi-toy-like aesthetic. It is made of concrete with soft blue or gray colors , and features glowing windows. The scene includes a background with other simplified structures — apartment blocks , warehouses , cargo containers , monorail tracks , and mining equipment. The camera looks directly at the building (not isometric). The environment resembles a tundra or barren plain in summertime , with patches of dry grass and warm sunlight. There are no roads , vehicles or signs — just buildings and terrain. The visual style is inspired by city-building games , with slightly exaggerated shapes and a clean , stylized look — somewhere between realism and cartoon , like SimCity BuildIt reimagined in a quiet industrial colony. ,
A stylized render of a futuristic residential or public building (such as a house , school , or hospital) in the center of the image , set in a fictional industrial city. The building has a unique , geometric form with a simplified , semi-toy-like aesthetic. It is made of concrete with soft blue or gray colors , and features glowing windows. The scene includes a background with other simplified structures — apartment blocks , warehouses , cargo containers , monorail tracks , and mining equipment. The camera looks directly at the building (not isometric). The environment resembles a tundra or barren plain in summertime , with patches of dry grass and warm sunlight. There are no roads , vehicles or signs — just buildings and terrain. The visual style is inspired by city-building games , with slightly exaggerated shapes and a clean , stylized look — somewhere between realism and cartoon , like SimCity BuildIt reimagined in a quiet industrial colony. ,
A stylized render of a futuristic residential or public building (such as a house , school , or hospital) in the center of the image , set in a fictional industrial city. The building has a unique , geometric form with a simplified , semi-toy-like aesthetic. It is made of concrete with soft blue or gray colors , and features glowing windows. The scene includes a background with other simplified structures — apartment blocks , warehouses , cargo containers , monorail tracks , and mining equipment. The camera looks directly at the building (not isometric). The environment resembles a tundra or barren plain in summertime , with patches of dry grass and warm sunlight. There are no roads , vehicles or signs — just buildings and terrain. The visual style is inspired by city-building games , with slightly exaggerated shapes and a clean , stylized look — somewhere between realism and cartoon , like SimCity BuildIt reimagined in a quiet industrial colony. ,
Overhead strategic game screenshot set in a semi-stylized industrial society. The terrain is a dry wasteland or tundra , with soft brown and grey tones under nighttime lighting. The architecture features simple , modular blue housing pods with glowing yellow windows , shaped like rounded containers. Around them are scattered crates , mining equipment , warehouses , cargo containers , and large industrial structures with bold geometric forms. Monorail systems connect various sectors , elevated on thin supports. The design is non-photorealistic , somewhat cartoonish yet grounded , resembling graphics from a city-building strategy game. Lighting is soft but moody , with scattered lampposts and faint glowing lights from buildings. Small human characters are visible , giving a sense of life and scale. The overall look is atmospheric and functional — a believable , toy-like world focused on logistics , mining , and survival. ,
Overhead strategic game screenshot set in a semi-stylized industrial society. The terrain is a dry wasteland or tundra , with soft brown and grey tones under nighttime lighting. The architecture features simple , modular blue housing pods with glowing yellow windows , shaped like rounded containers. Around them are scattered crates , mining equipment , warehouses , cargo containers , and large industrial structures with bold geometric forms. Monorail systems connect various sectors , elevated on thin supports. The design is non-photorealistic , somewhat cartoonish yet grounded , resembling graphics from a city-building strategy game. Lighting is soft but moody , with scattered lampposts and faint glowing lights from buildings. Small human characters are visible , giving a sense of life and scale. The overall look is atmospheric and functional — a believable , toy-like world focused on logistics , mining , and survival. ,
A stylized real-time strategy game screenshot showing a compact survival colony at night. Angular blue shelters with glowing windows stand in formation. The base is surrounded by dirt and paved roads , elevated platforms , and simple fencing. In the background , cargo transport systems and modular storage units are visible under low lighting , enhancing the dystopian atmosphere. ,
A stylized real-time strategy game screenshot showing a compact survival colony at night. Angular blue shelters with glowing windows stand in formation. The base is surrounded by dirt and paved roads , elevated platforms , and simple fencing. In the background , cargo transport systems and modular storage units are visible under low lighting , enhancing the dystopian atmosphere. ,
A stylized real-time strategy game screenshot showing a compact survival colony at night. Angular blue shelters with glowing windows stand in formation. The base is surrounded by dirt and paved roads , elevated platforms , and simple fencing. In the background , cargo transport systems and modular storage units are visible under low lighting , enhancing the dystopian atmosphere. ,
A stylized real-time strategy game screenshot showing a compact survival colony at night. Angular blue shelters with glowing windows stand in formation. The base is surrounded by dirt and paved roads , elevated platforms , and simple fencing. In the background , cargo transport systems and modular storage units are visible under low lighting , enhancing the dystopian atmosphere. ,
A highly detailed render resembling a screenshot from a futuristic city-building strategy game set in a cold tundra or desolate wasteland. Modular blue habitation blocks with glowing yellow windows form organized rows , each labeled with serial numbers. The terrain is dry , cracked or frozen soil , with sparse vegetation and patches of dirt or frost. Industrial lighting poles cast soft orange glows across paved roads and infrastructure. People in workwear move between buildings , operating mining rigs , walking along platforms , or loading containers. In the distance , an elevated monorail track carries cargo shuttles past a larger logistics area with stacked crates , silos , and blocky warehouses. The style is semi-realistic , low-saturation , with game-like clarity — reminiscent of real-time city simulators or dystopian RTS games. ,
A highly detailed render resembling a screenshot from a futuristic city-building strategy game set in a cold tundra or desolate wasteland. Modular blue habitation blocks with glowing yellow windows form organized rows , each labeled with serial numbers. The terrain is dry , cracked or frozen soil , with sparse vegetation and patches of dirt or frost. Industrial lighting poles cast soft orange glows across paved roads and infrastructure. People in workwear move between buildings , operating mining rigs , walking along platforms , or loading containers. In the distance , an elevated monorail track carries cargo shuttles past a larger logistics area with stacked crates , silos , and blocky warehouses. The style is semi-realistic , low-saturation , with game-like clarity — reminiscent of real-time city simulators or dystopian RTS games. ,
A highly detailed render resembling a screenshot from a futuristic city-building strategy game set in a cold tundra or desolate wasteland. Modular blue habitation blocks with glowing yellow windows form organized rows , each labeled with serial numbers. The terrain is dry , cracked or frozen soil , with sparse vegetation and patches of dirt or frost. Industrial lighting poles cast soft orange glows across paved roads and infrastructure. People in workwear move between buildings , operating mining rigs , walking along platforms , or loading containers. In the distance , an elevated monorail track carries cargo shuttles past a larger logistics area with stacked crates , silos , and blocky warehouses. The style is semi-realistic , low-saturation , with game-like clarity — reminiscent of real-time city simulators or dystopian RTS games. ,
A nighttime desert industrial base with futuristic modular sleeping pods arranged in clusters , each pod glowing softly from within. Overhead monorails with cargo trains run through the background , distant storage units and mining infrastructure dot the horizon. Everything is lit with minimal warm light , emphasizing metallic textures and utilitarian design. The scene looks like a screenshot from a real-time strategy game. ,
A nighttime desert industrial base with futuristic modular sleeping pods arranged in clusters , each pod glowing softly from within. Overhead monorails with cargo trains run through the background , distant storage units and mining infrastructure dot the horizon. Everything is lit with minimal warm light , emphasizing metallic textures and utilitarian design. The scene looks like a screenshot from a real-time strategy game. ,
A nighttime desert industrial base with futuristic modular sleeping pods arranged in clusters , each pod glowing softly from within. Overhead monorails with cargo trains run through the background , distant storage units and mining infrastructure dot the horizon. Everything is lit with minimal warm light , emphasizing metallic textures and utilitarian design. The scene looks like a screenshot from a real-time strategy game. ,
A nighttime desert industrial base with futuristic modular sleeping pods arranged in clusters , each pod glowing softly from within. Overhead monorails with cargo trains run through the background , distant storage units and mining infrastructure dot the horizon. Everything is lit with minimal warm light , emphasizing metallic textures and utilitarian design. The scene looks like a screenshot from a real-time strategy game. ,
the end of the world by DELWIN , tank , team , art by Jean-michel Basquiat , art by Jenny Saville , pastell yellow tones , houses , daytime , abstract , art by Hilma Af Klint , art by Francis Bacon , art by Johannes Vermeer , art by Claude Monet , real life , majestic , art by Leonardo Da Vinci , hyper detailed , dirty and ruined image , art by Francis Bacon , black grass ,
Retrato hiperrealista de una mujer latina de 28 años con cabello negro largo y peinado juvenil , vistiendo una blusa roja elegante que refleja profesionalismo. Está sentada en un entorno moderno y bien iluminado , como una oficina profesional con iluminación ambiental cálida , muebles modernos , plantas y decoraciones artísticas. Su expresión es confiada , cálida y sonriente , mirando directamente a la cámara. La composición es cinematográfica , con una profundidad de campo reducida que enfoca nítidamente al sujeto mientras mantiene un fondo suave y atmosférico. La imagen captura detalles finos como la textura de la piel , reflejos de luz y realismo en la vestimenta ,
A stunning 60-year-old woman with timeless beauty , long silver hair , pale luminous skin , and piercing grey eyes. Her body is slender and graceful , exuding an ageless sensuality. She is always lightly dressed in flowing , ethereal fabrics that suggest more than they reveal. Her presence is serene and powerful , evoking ancient wisdom and the weight of forgotten ages.She stands barefoot at the edge of a crystal-clear forest pool under moonlight , her sheer robe fluttering in the breeze , the reflection of stars rippling in the water. The air glows faintly with magic. Ultra-detailed cinematic lighting , hyperrealistic textures , shallow depth of field , 8K style , lens flares from the moon. ,
A stunning 60-year-old woman with timeless beauty , long silver hair , pale luminous skin , and piercing grey eyes. Her body is slender and graceful , exuding an ageless sensuality. She is always lightly dressed in flowing , ethereal fabrics that suggest more than they reveal. Her presence is serene and powerful , evoking ancient wisdom and the weight of forgotten ages. She stands barefoot at the edge of a crystal-clear forest pool under moonlight , her sheer robe fluttering in the breeze , the reflection of stars rippling in the water. The air glows faintly with magic. Ultra-detailed cinematic lighting , hyperrealistic textures , shallow depth of field , 8K style , lens flares from the moon. ,
I want the images of a storyboard from a short script I have. Here is the Script: In a desolate place , at a time we couldn`t tell due to the erosion of years of decay , where nature had overgrown any type of human civilization , there is a boy , about 14 years of age running. He`s running from something that produces a huge cloud of dust while it throttles. It`s not sure if it`s organic or mechanical; it is completely shrouded of dust and mayhem , and its only visible feature are a couple of lights in its very core. It is not inmensely big but it certainly looks at least twice as big as the boy , but it is not agile , not like the boy , that looks quite useded to doing things like fleeing on a daily base. You can tell the boy is not as scared as he looks excited. The boy is jumping over leftovers of barren buildings , hips of garbage , sliding under tumbled things , makeshift tunnels , broken windows , etc , tracing a line that is blindly followed by its chaser. All the way guiding it to an intersection of two collapsed buildings upon each other , leaving enough space for a slim figure to squeeze itself through , knowing that the chaser will follow through the boy slid in , and right behind him the chaser came forcefully , but it got stucked. I`d like this in the first panel: Panel 1: Wide Shot – The Desolate Landscape Prompt : "A desolate , overgrown wasteland at dusk , filled with crumbling buildings overtaken by vines and debris. A boy , about 14 years old , runs in the distance , pursued by a massive cloud of dust. The scene is rendered in minimalistic line art style , with clean lines and muted tones. Wide shot from low angle , emphasizing scale and atmosphere. Stylized , semi-realistic , cinematic composition." ,
create the full logo exactly the way you want — with: 1. The curvy African woman silhouette 2. The luxury gold & black style 3. The Mybuttysecret_ByDaboss text , professionally placed I will need to combine AI-generated images + text design. Currently , this platform can only generate one part at a time (image or text) ,
I have a software that allow users to order in restaturants using an QR that is linked to a menu. The order is followed in real time for other users in table and the restaurant administrators. I'm building a landing page to get more clients. I want an eye-catching cover for the landing page , that attracts restaurant owners and that represents the description of the software. My software is called “Selectify”. ,
2. Форма добавления/редактирования события Элементы: Поля ввода: Название (TextBox). Описание (Multiline TextBox). Дата (DateTimePicker). Время (TimePicker). Категория (ComboBox: "Выпечка" , "Десерты" , "Азиатская кухня" и т.д.). Участники (ListBox с возможностью добавления через TextBox). Кнопки: "Сохранить" — сохраняет данные в БД. "Отмена" — закрывает форму. Макет: Copy [===========================] [ Название: _______________ ] [ Описание: _______________ ] [ ... ] [ Дата: [20.05.2024 ▼] ] [ Время: [14:00 ▼] ] [ Категория: [Выпечка ▼] ] [ Участники: ] [ [Иван] [Добавить] ] [ [Анна] [Удалить] ] [===========================] [ [Сохранить] [Отмена] ] нарисуй пожалуйста макет для приложения ,
1. Главная форма (список событий) Элементы: Список событий (DataGridView) с колонками: Название , Дата , Категория. Кнопки: "Добавить" — открывает форму добавления. "Редактировать" — открывает форму редактирования выбранного события. "Удалить" — удаляет выбранное событие. "Фильтровать" — открывает окно фильтрации. Поле поиска (TextBox) с кнопкой "Найти". Макет: Copy [===========================] [ Поиск: _________[Найти] ] [===========================] [ Название | Дата | Категория ] [----------------|-----------|-------------] [ Пироги | 20.05.2024| Выпечка ] [ Суши | 22.05.2024| Азиатская ] [===========================] [ [Добавить] [Редактировать] [Удалить] ] 2. Форма добавления/редактирования события Элементы: Поля ввода: Название (TextBox). Описание (Multiline TextBox). Дата (DateTimePicker). Время (TimePicker). Категория (ComboBox: "Выпечка" , "Десерты" , "Азиатская кухня" и т.д.). Участники (ListBox с возможностью добавления через TextBox). Кнопки: "Сохранить" — сохраняет данные в БД. "Отмена" — закрывает форму. Макет: Copy [===========================] [ Название: _______________ ] [ Описание: _______________ ] [ ... ] [ Дата: [20.05.2024 ▼] ] [ Время: [14:00 ▼] ] [ Категория: [Выпечка ▼] ] [ Участники: ] [ [Иван] [Добавить] ] [ [Анна] [Удалить] ] [===========================] [ [Сохранить] [Отмена] ] 3. Форма фильтрации событий Элементы: Фильтры: По дате (DateTimePicker "С" и "По"). По категории (ComboBox). Кнопки: "Применить" — обновляет список на главной форме. "Сбросить" — очищает фильтры. Макет: Copy [===========================] [ Дата: ] [ С [01.05.2024 ▼] ] [ По [31.05.2024 ▼] ] [ Категория: [Все ▼] ] [===========================] [ [Применить] [Сбросить] ] 4. Пример интерфейса в виде схемы plaintext Copy Главная форма ────> Добавить/Редактировать ────> Сохранить в БД │ ├─── Фильтровать ───> Применить/Сбросить │ └─── Удалить (подтверждение) ,