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AI art "Momo Yaoyorozu in Low Poly Style!"
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Momo Yaoyorozu in Low Poly Style!

Arte de IA «Momo Yaoyorozu in Low Poly Style!» de May Hotham en PixAI. Etiquetas: My Hero Academia, 3DCG, Musculoso, Pelo negro. Creado con Tsubaki.3.

I've always admired Momo's grace and intelligence from My Hero Academia, and seeing her rendered in this unique low-poly style really highlights her elegant features and school spirit. It's a fascinating twist on her usual look that I just had to share with you all! If you enjoy this artistic take, please hit like, follow for more, and let me know your thoughts in the comments!

#3DCG#Musculoso#Pelo negro#uniforme escolar#1 chica#My Hero Academia#mirada de reojo#Low poly
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1girl, solo, female ua student, long black hair, muscular female, corded with muscle, toned arms, 5 feet 5 inches tall, shy, timid, nervous expression, blush, averted gaze, looking to the side, lowered head, raised shoulders, hands clasped together, fidgeting fingers, standard ua school uniform, grey blazer, white shirt, red necktie, pleated skirt, knee-high socks, low-poly, ps1-era 3d render, faceted flat-shaded polygons, chunky angular blocky hair, low-resolution crunchy textures, dithered checkerboard background, limited color palette, color grading, 1990s playstation 1 game cutscene aesthetic, cowboy shot, from above, dutch angle, three-quarter view, looking away A low-angle three-quarter view, tilted a few degrees off level, catching her from above: a single 5-foot-5 female student rendered as a 1990s PlayStation 1 cutscene model stands with her weight sunk into her right hip, her left knee bent inward, her shoulders hunched up toward her ears as though she would like to fold into the floor. Her long black hair is built from chunky, angular, blocky polygon slabs that hang straight down past her shoulder blades, faceted planes catching the light in hard flat triangles, a few blunt spikes jutting at the crown and one thick wedge falling forward over the left side of her face. Her face is a coarse cluster of flat polygons: eyes cast down and to the side, away from the viewer, chin dipped, a faint blush band of stepped red pixels across both cheeks, mouth a small compressed line, brow planes pinched inward -- the whole face reads timid and apologetic. She is corded with muscle: her forearms and the strip of neck above her collar show tight, defined bands, her grey UA blazer strains slightly at the shoulders and upper arms across a compact, athletic build, the sleeves pushed back just enough to expose hard-edged trapezius and a toned forearm. On her body sits the standard UA uniform: charcoal-grey blazer with the school's high collar and flat-shaded trim, a white shirt buttoned to the throat in visible stepped pixel blocks, a short red necktie, and a pleated skirt below the waist -- every garment a mesh of large flat quads with low-resolution crunchy texture maps, the fabric's shading broken into visible dithered gradients and jagged dither noise where the light falls off. Her hands are clasped in front of her stomach, fingers interlocked and slightly over-knuckled, thumbs turning against each other in a nervous fidget; her elbows are pulled close to her ribs and the clasped hands press into the blazer's hem. Her left shoulder lifts higher than her right, an asymmetrical hunch, and her head tilts a few degrees to her left in a tucking-away motion. A single hard key light comes from high front-left and slightly above, the PS1 light rig of the era: it lays flat triangular highlights across the top planes of her hair slabs, the bridge of her nose, the top of one clasped knuckle, and the crown of her left shoulder, while every turning facet drops instantly into a hard, unblended shadow polygon -- no soft gradients, terminator lines that zigzag with the polygon grid. The background is an empty dithered checkerboard field in two greys, the checker stipple at visible pixel scale, evenly filling the frame behind her with no horizon, no floor line, no props -- the classic PS1 character-select void, and the only atmosphere in the shot is the checker's faint banded dithering where the color grading warms it. Her cast shadow is absent, the character floating in the void. Palette discipline: black hair, charcoal blazer, white shirt, the one saturated red of the necktie and the stepped red blush, all over the two-grey checkerboard -- nothing else admitted, and a slight 1990s color-grade cast that pushes the greys faintly toward olive in the shadows. Every surface is flat-shaded faceted polygon work: the pleats of the skirt are blunt triangular wedges, the blazer's lapels are hard trapezoids, the shirt buttons square pixels, the hair's edges uncompromisingly angular. The whole figure is rendered at low resolution with crunchy, chunky texels and visible dithering, as if pulled from a 320x240 cutscene frame. Quiet, painfully shy.
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Prompt original
A female student from my hero acadenia with long black hair and corded with muscle. She's 5 foot 5 and shy, timid, and wears standard UA attire. Low-poly PS1-era 3D character render, faceted flat-shaded polygons, chunky angular hair made of blocky shapes, dithered checkerboard background, low-resolution crunchy textures, color grading, 1990s PlayStation 1 game cutscene
Modo
pro
Etiqueta de calidad
﹝Prompts﹞
Tamaño
1104 x 1824
Excluir de la imagen
lowres, worst quality, low quality, bad anatomy, explicit
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