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AI art "中秋の名月" featuring #Japanese clothes, #Jitome, #Girl and #Enjoy the Harvest Moon
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中秋の名月

コンテスト。ジド目ちゃんコンテストもかね、一石二鳥。 月見うどん・月見そばを指定したのですが、さすがに細かすぎて そこだけが、再現しきれませんでした。 The Mid-Autumn Full Moon A contest. It also doubles as a "side-glance" (*jidome*) character contest—killing two birds with one stone. I specified *tsukimi* udon or soba (noodles topped with an egg), but that detail was a bit too intricate; that was the one part I couldn't quite fully recreate.

Contest Entry
Mid-Autumn Moon Viewing Contest
#Japanese clothes#Jitome#Girl
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Comments5

character: exactly_one_15-year-old_girl nanamu_3d_openworld_rpg_style, varied elevations, natural character scale, coherent depth and perspective, nanamu_3d_openworld_rpg_style, expansive traversable mountain terrain, varied elevations, natural character scale, coherent depth and perspective, dimensional moonlight, pulled-back gameplay camera, consistent rpg hud. CHARACTER: Exactly one 15-year-old girl. She has a vivid yellow-and-white wolf cut gathered into a side ponytail, with half-lidded, slightly unimpressed eyes. She wears a black kimono decorated with a white hare of Inaba and silver grass motifs, and yellow zori sandals. Keep her facial features and body proportions appropriate for a 15-year-old girl. ACTION: The girl sits comfortably on a single red mat spread over a level patch of ground on the mountain summit. She holds one bowl of tsukimi soba and eats the noodles with chopsticks while gazing up at the full moon. Capture a quiet moment between bites: the bowl and chopsticks are clearly visible, her posture is natural, and her slightly half-lidded expression can be seen in partial profile. Show her complete seated figure, including her kimono and both zori sandals. Render the girl as an integral part of the same dimensional 3D game world as the mountain. Moonlight falls consistently on her face, hair, kimono, soba bowl, mat, and summit rocks. Her seated body and the red mat rest naturally on the ground, with soft contact shadows. Give her face, hair, fabric, bowl, and food natural volume through restrained shading. FIELD: A high mountain summit beneath a beautiful night sky. Exactly one realistic full moon shines above the landscape. On the visible face of the moon, darker lunar markings form a recognizable silhouette of one rabbit pounding mochi. The rabbit is a silhouette within the moon's surface, not a separate animal in the sky. Mount Fuji is visible far away as a distinct mountain on the horizon; the girl is sitting on a different summit. Far below the viewpoint, a broad sea of clouds covers the lowlands. Beyond it, a distant sea glitters softly in the moonlight. Arrange the summit, cloud sea, Mount Fuji, and distant water in clear depth, while preserving a believable sense of vast, explorable mountain terrain. WIDE GAMEPLAY COMPOSITION: Use a wide, pulled-back third-person gameplay camera viewing the girl from a slight side angle. Keep her complete seated figure and the red mat visible at a moderately small playable-character scale. Place the full moon where she can plausibly look toward it. Leave enough open space to show the distant Mount Fuji, the cloud sea below, and the moonlit sea. Keep the soba bowl recognizable without enlarging the character into a close-up. FIXED GAMEPLAY HUD LAYOUT: Keep all interface elements anchored to the same screen positions in every image, regardless of camera angle or character position. Upper left: display only two slim horizontal status bars of different colors, with no other elements visible. Upper right: one circular minimap showing readable summit terrain and mountain contours, with one small player-position marker. Lower right: exactly three equal-sized black diamond skill icons in one straight horizontal row, evenly spaced, with no other elements visible. Keep the lower left and lower center free of interface elements. No extra skill icons, floating buttons, second icon row, duplicated HUD, or character portrait.
Show Parameters
Original Prompt
nanamu_3d_openworld_rpg_style, expansive traversable mountain terrain, varied elevations, natural character scale, coherent depth and perspective, dimensional moonlight, pulled-back gameplay camera, consistent rpg hud. CHARACTER: Exactly one 15-year-old girl. She has a vivid yellow-and-white wolf cut gathered into a side ponytail, with half-lidded, slightly unimpressed eyes. She wears a black kimono decorated with a white hare of Inaba and silver grass motifs, and yellow zori sandals. Keep her facial features and body proportions appropriate for a 15-year-old girl. ACTION: The girl sits comfortably on a single red mat spread over a level patch of ground on the mountain summit. She holds one bowl of tsukimi soba and eats the noodles with chopsticks while gazing up at the full moon. Capture a quiet moment between bites: the bowl and chopsticks are clearly visible, her posture is natural, and her slightly half-lidded expression can be seen in partial profile. Show her complete seated figure, including her kimono and both zori sandals. Render the girl as an integral part of the same dimensional 3D game world as the mountain. Moonlight falls consistently on her face, hair, kimono, soba bowl, mat, and summit rocks. Her seated body and the red mat rest naturally on the ground, with soft contact shadows. Give her face, hair, fabric, bowl, and food natural volume through restrained shading. FIELD: A high mountain summit beneath a beautiful night sky. Exactly one realistic full moon shines above the landscape. On the visible face of the moon, darker lunar markings form a recognizable silhouette of one rabbit pounding mochi. The rabbit is a silhouette within the moon's surface, not a separate animal in the sky. Mount Fuji is visible far away as a distinct mountain on the horizon; the girl is sitting on a different summit. Far below the viewpoint, a broad sea of clouds covers the lowlands. Beyond it, a distant sea glitters softly in the moonlight. Arrange the summit, cloud sea, Mount Fuji, and distant water in clear depth, while preserving a believable sense of vast, explorable mountain terrain. WIDE GAMEPLAY COMPOSITION: Use a wide, pulled-back third-person gameplay camera viewing the girl from a slight side angle. Keep her complete seated figure and the red mat visible at a moderately small playable-character scale. Place the full moon where she can plausibly look toward it. Leave enough open space to show the distant Mount Fuji, the cloud sea below, and the moonlit sea. Keep the soba bowl recognizable without enlarging the character into a close-up. FIXED GAMEPLAY HUD LAYOUT: Keep all interface elements anchored to the same screen positions in every image, regardless of camera angle or character position. Upper left: display only two slim horizontal status bars of different colors, with no other elements visible. Upper right: one circular minimap showing readable summit terrain and mountain contours, with one small player-position marker. Lower right: exactly three equal-sized black diamond skill icons in one straight horizontal row, evenly spaced, with no other elements visible. Keep the lower left and lower center free of interface elements. No extra skill icons, floating buttons, second icon row, duplicated HUD, or character portrait.
Mode
ultra
Quality Tag
verbatim text, ﹝Prompts﹞
Size
1632 x 912
Negative
lowres, worst quality, low quality, bad anatomy, explicit

Model & LoRA used

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