Explore AI generated designs, images, art and prompts by top community artists and designers.
Genera imágenes en referencia a este texto. My nuclear family is made up of my parents , my sister and me. It is a small circle , but very close and full of contrasts. Then there is the rest of my family , which includes my aunt , my uncle , my grandmother , my great-grandmother and also my great uncle. Although we are united by blood and , in some cases , by certain physical traits , I think that in terms of personality we are quite different from each other. It is interesting to observe how within the same family such opposite ways of being can coexist , as if each one were a world of its own. For example , something that both of us — I mean most of us — share is having light eyes , which comes from my grandmother’s side. It is like a distinctive brand that has passed from generation to generation. My mom has blue eyes , my uncle has green eyes , my aunt also has light eyes , and I have hazel eyes , which although they are not as light as theirs , still count as light eyes and contrast with the darker ones of other family members. Even my sister , who physically looks more like my dad , has darker eyes , so she’s not as light-eyed as I am. But even though we all have similar eyes , that doesn’t mean we’re both pretty alike in personality. When it comes to personality , I think I’m more serious than most of my family members. Some even say I’m the most bitter. I’m not very expressive with my emotions , and I prefer to stay out of things in social situations. My aunt is more cheerful than me — she’s always laughing , making jokes and spreading her energy to everyone. My mom is pretty cheerful too. We’re both pretty quiet when it comes to deeper emotions , but while she shows joy easily , I don’t. I sometimes wonder why I’m so different , but then I see my dad and I realize: we’re both pretty calm and reserved. In that way , I’m more like him than like my mom. My sister and I are very different. She’s more impulsive than me and acts without thinking a lot of the time. She’s flexible about things , but I’m not — I like to think before acting , plan ahead and stay organized , even if I sometimes forget things or don’t do everything perfectly. I always try to be responsible , but she’s not as responsible as I am. She’s carefree in a way I kind of admire , because it gives her a fresh way of being , even if it can be frustrating sometimes. We’re both pretty determined when we want something , but we go about it in totally different ways. Physically , I look more like my mom than anyone else in my family. Both of us are pretty fair-skinned , with curly hair and lighter eyes. My sister and my dad , on the other hand , are not as fair as we are — they both have darker complexions , straight hair and dark eyes. These physical traits really affect how people see us. When we go out as a family , people often say I’m more like my mom , while my sister is more like my dad. It’s almost as if we were two pairs within one family. Interestingly , even though there are big personality differences , sometimes we surprise each other by acting in similar ways. For example , my dad and I are both pretty quiet , but we end up having deep conversations without even planning them. It’s like we share an unspoken bond. My mom and my aunt are more forgiving than me — I’m not as forgiving as they are. They always manage to see the bright side of things. And even my sister , though she’s very impulsive , can sometimes be surprisingly practical in solving problems , while I’d spend a long time overthinking them. There’s also a strong generational contrast. My grandmother is very traditional — she’s not as open-minded as my aunt or my sister , who are more relaxed about modern ways of thinking. My great-grandmother is even more old-fashioned , and listening to her talk about the past really shows how much life has changed. We’re both pretty respectful of her experiences , even if we don’t always agree. These differences in age and mindset help us grow — we learn from each other even when we see things differently. In conclusion , even though we share a family history , physical features and blood ties , our personalities are full of contrast. Both of us — meaning all of us — share some similarities , like eye color or family habits , but I think I’m more serious , more structured and less flexible than others in my family. And I like that. The variety of personalities in my family makes us stronger , because each person brings something different , something unique that completes the rest. ,
Full body 3D anime-style character of Roronoa Zoro from One Piece , after timeskip. Short green hair , masculine rugged face , strong jawline , closed right eye with a deep scar , left eye open with a sharp confident look. Wearing a modern black formal suit , white dress shirt , and black tie. Standing facing the camera directly , smiling slightly with a cool expression. Right hand raised near chest making a finger heart gesture. No swords visible. Detailed anime shading , cinematic soft lighting , 3D anime rendering , high sharpness , clean simple background ,
A quasi physical life form from the Yahyel constellation. His abilities include inter dimensional travelling , telepathy , shape shifting , jumping timelines , time travelling and quantum energy manipulation. One of his physical forms is as a shiny , baldheaded , angelic , african man with a thin glowing golden crown , wearing long white robes. He has a bright red crystal between his eyebrows representing his telepathic abilities with bright glowing eyes his vision is ultra telescopic and atomic. ,
Logo for "SANTARA" — a cultural and living project in Bali. Style: minimalist , natural , architectural , sophisticated. Mood: earthy elegance , timeless , future-oriented. Palette: sand , terracotta , soft white , black. Typography: clean sans-serif , custom organic flow. Avoid obvious tree/leaf icons. Focus on abstract natural geometry. MINIMALISM PLS ,
Create a modern , minimalist , and timeless logo for "SANTARA" — an international cultural and living space located in Bali. The logo should feel organic yet architectural , inspired by nature , ancient civilizations , and future-forward design. Style references: soft geometric forms , natural textures (stone , wood , linen) , Mediterranean and Balinese influence , sacred geometry. Avoid clichés like leaves or trees unless they are abstract and integrated into the form. No obvious spiritual or mystical symbols. Key feelings to evoke: grounded elegance , authenticity , openness , innovation. Color palette: muted earth tones , sand , terracotta , soft white , black accents. Font direction: clean sans-serif or custom lettering , bold but natural flow. Slightly artistic or crafted look allowed. The logo must work well both with the word "SANTARA" alone and with a standalone icon.* ,
Logo for "SANTARA" — a cultural and living project in Bali. Style: minimalist , natural , architectural , sophisticated. Mood: earthy elegance , timeless , future-oriented. Palette: sand , terracotta , soft white , black. Typography: clean sans-serif , custom organic flow. Avoid obvious tree/leaf icons. Focus on abstract natural geometry. ,
Create a modern , minimalist , and timeless logo for "SANTARA" — an international cultural and living space located in Bali. The logo should feel organic yet architectural , inspired by nature , ancient civilizations , and future-forward design. Style references: soft geometric forms , natural textures (stone , wood , linen) , Mediterranean and Balinese influence , sacred geometry. Avoid clichés like leaves or trees unless they are abstract and integrated into the form. No obvious spiritual or mystical symbols. Key feelings to evoke: grounded elegance , authenticity , openness , innovation. Color palette: muted earth tones , sand , terracotta , soft white , black accents. Font direction: clean sans-serif or custom lettering , bold but natural flow. Slightly artistic or crafted look allowed. The logo must work well both with the word "SANTARA" alone and with a standalone icon. ,
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 ,