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AI art "Model deff explor 400 cost" for keywords hatsune miku, solo focus, 
video game GUI,RPG game UI,equipment slots
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Model deff explor 400 cost

KI-Kunst „Model deff explor 400 cost“ von Kei auf PixAI. Erstellt mit iLLuSTRiouS 3D Render from HaDeS.

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hatsune miku, solo focus, video game GUI,RPG game UI,equipment slots
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Größe
1280 x 720
Sampling-Schritte
11
Sampling-Methode
Euler a
CFG Scale
5
Negativ
ai-generated, worst quality, worst aesthetic, bad quality, normal quality, average quality, oldest, old, early, very displeasing, displeasing, adversarial noise, what, off-topic, text, artist name, signature, username, logo, watermark, copyright name, copyright symbol, low quality, lowres, jpeg artifacts, compression artifacts, blurry, artistic error, bad anatomy, bad hands, bad feet, disfigured, deformed, extra digits, fewer digits, missing fingers, censored, unfinished, bad proportions, bad perspective, monochrome, sketch, concept art, unclear, 2koma, 4koma, letterboxed, speech bubble, cropped, [doesnotexist]

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empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
Roger Albertsen
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empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
Roger Albertsen

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