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angolo olandese, in piedi

青いコートと黒いスカート、膝丈のハイヒールを着用した女性キャラクターを描いています。背景には石造りの建物の一部が広がり、幻想的な雰囲気を演出しています。

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PixAI × zeta Original Character Creation Contest 2026
#angolo olandese#in piedi#Gonna#Vestito#Stivali#tacchi alti#capelli corti#solo#Stivali al ginocchio#Capelli neri#mano sul fianco#cappotto#Maniche lunghe#sguardo verso lo spettatore#pilastro#1 ragazza#Figura intera#Stivali con tacco alto#bocca chiusa
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1girl, solo, short hair, black hair, blue coat, jacket, black skirt, black boots, knee boots, high heels, standing, tiled floor, fantasy ruins interior, full body, from below, dutch angle, looking down at viewer, confident, hand on hip, 3d, cg render, depth of field The camera sits low and tilted, looking up at one girl from a dutch angle so the ruined hall rears behind her and the floor grid shears diagonally across the bottom of the frame. She stands full-body in the center-left, weight carried on her left leg with the right knee slightly bent and the right toe of her heeled boot resting a half-step forward on the tiles; her left hand presses flat against her hip bone, jacket hem pushed back by the wrist, while her right arm hangs loose with the fingers relaxed at her side. Her chin is level but her eyes drop to the lens from under level brows, one lip corner lifted in a small closed smirk, shoulders squared back so the blue coat falls open over the black skirt. She has short black hair cropped close at the nape, the front strands swept across her forehead and lifting slightly at their tips from the air moving through the hall; the collar of the blue coat stands against her jaw with the jacket's front panel open down the chest, and the black skirt hangs in vertical pleats from the waist. Both legs disappear into knee-high black boots whose shafts grip the calf and whose high stiletto heels touch the floor at small, precise points -- weight visibly driven through the heel, the boot leather creasing once above the ankle. The floor is a wide grid of square tiles in drifting sand-dusted greys and dull teal, some lifted, some cracked, a few missing so the shadowed bedding under them goes black; her cast shadow stretches long and soft to the lower right, and the sand lies only in the seams between tiles where nothing has swept it. The ruins rise around her in layered depth: broken stone columns in the midground, a collapsed arch and crumbling frieze of worn carving in the background, all out of focus and rendered in the same 3d material as her, dust motes hanging in the air as soft bright specks. Light enters from a shattered opening high at frame left, cool and slightly green, striking the left side of her coat, the left cheek and the tops of the boot shafts, leaving her right side and the depth of the hall in soft deep shadow; the only warm note in the palette is a faint gold bounce off the tile she stands on and into the underside of her skirt and chin. A single stone chip lying at the edge of her tile throws a crisp hard-edged shadow while the boot beside it throws only a blurred one, because the chip is small and close to the floor. Rendered as a smooth 3d character animation still -- clean linework, gentle colors, glossy smooth skin tones, expressive eyes -- effortlessly cool.
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Immissione richiesta originale
ファンタジーな遺跡の内部、The image shows an animated girl in a blue coat and black skirt standing on a tiled floor. She is wearing high heels, giving her a stylish and confident look. 1girl, solo, short hair, skirt, black hair, jacket, boots, black boots, knee boots, 3d
Modalità
flash
Stile
Classic Anime
Dimensione
992 x 1504
Stile: Classic Anime
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AI artwork
Avatar image of ........................
1girl, solo, short hair, black hair, blue coat, jacket, black skirt, black boots, knee boots, high heels, standing, tiled floor, fantasy ruins interior, full body, from below, dutch angle, looking down at viewer, confident, hand on hip, 3d, cg render, depth of field The camera sits low and tilted, looking up at one girl from a dutch angle so the ruined hall rears behind her and the floor grid shears diagonally across the bottom of the frame. She stands full-body in the center-left, weight carried on her left leg with the right knee slightly bent and the right toe of her heeled boot resting a half-step forward on the tiles; her left hand presses flat against her hip bone, jacket hem pushed back by the wrist, while her right arm hangs loose with the fingers relaxed at her side. Her chin is level but her eyes drop to the lens from under level brows, one lip corner lifted in a small closed smirk, shoulders squared back so the blue coat falls open over the black skirt. She has short black hair cropped close at the nape, the front strands swept across her forehead and lifting slightly at their tips from the air moving through the hall; the collar of the blue coat stands against her jaw with the jacket's front panel open down the chest, and the black skirt hangs in vertical pleats from the waist. Both legs disappear into knee-high black boots whose shafts grip the calf and whose high stiletto heels touch the floor at small, precise points -- weight visibly driven through the heel, the boot leather creasing once above the ankle. The floor is a wide grid of square tiles in drifting sand-dusted greys and dull teal, some lifted, some cracked, a few missing so the shadowed bedding under them goes black; her cast shadow stretches long and soft to the lower right, and the sand lies only in the seams between tiles where nothing has swept it. The ruins rise around her in layered depth: broken stone columns in the midground, a collapsed arch and crumbling frieze of worn carving in the background, all out of focus and rendered in the same 3d material as her, dust motes hanging in the air as soft bright specks. Light enters from a shattered opening high at frame left, cool and slightly green, striking the left side of her coat, the left cheek and the tops of the boot shafts, leaving her right side and the depth of the hall in soft deep shadow; the only warm note in the palette is a faint gold bounce off the tile she stands on and into the underside of her skirt and chin. A single stone chip lying at the edge of her tile throws a crisp hard-edged shadow while the boot beside it throws only a blurred one, because the chip is small and close to the floor. Rendered as a smooth 3d character animation still -- clean linework, gentle colors, glossy smooth skin tones, expressive eyes -- effortlessly cool.
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AI artwork
Avatar image of ........................
1girl, solo, short hair, black hair, blue coat, jacket, black skirt, black boots, knee boots, high heels, standing, tiled floor, fantasy ruins interior, full body, from below, dutch angle, looking down at viewer, confident, hand on hip, 3d, cg render, depth of field The camera sits low and tilted, looking up at one girl from a dutch angle so the ruined hall rears behind her and the floor grid shears diagonally across the bottom of the frame. She stands full-body in the center-left, weight carried on her left leg with the right knee slightly bent and the right toe of her heeled boot resting a half-step forward on the tiles; her left hand presses flat against her hip bone, jacket hem pushed back by the wrist, while her right arm hangs loose with the fingers relaxed at her side. Her chin is level but her eyes drop to the lens from under level brows, one lip corner lifted in a small closed smirk, shoulders squared back so the blue coat falls open over the black skirt. She has short black hair cropped close at the nape, the front strands swept across her forehead and lifting slightly at their tips from the air moving through the hall; the collar of the blue coat stands against her jaw with the jacket's front panel open down the chest, and the black skirt hangs in vertical pleats from the waist. Both legs disappear into knee-high black boots whose shafts grip the calf and whose high stiletto heels touch the floor at small, precise points -- weight visibly driven through the heel, the boot leather creasing once above the ankle. The floor is a wide grid of square tiles in drifting sand-dusted greys and dull teal, some lifted, some cracked, a few missing so the shadowed bedding under them goes black; her cast shadow stretches long and soft to the lower right, and the sand lies only in the seams between tiles where nothing has swept it. The ruins rise around her in layered depth: broken stone columns in the midground, a collapsed arch and crumbling frieze of worn carving in the background, all out of focus and rendered in the same 3d material as her, dust motes hanging in the air as soft bright specks. Light enters from a shattered opening high at frame left, cool and slightly green, striking the left side of her coat, the left cheek and the tops of the boot shafts, leaving her right side and the depth of the hall in soft deep shadow; the only warm note in the palette is a faint gold bounce off the tile she stands on and into the underside of her skirt and chin. A single stone chip lying at the edge of her tile throws a crisp hard-edged shadow while the boot beside it throws only a blurred one, because the chip is small and close to the floor. Rendered as a smooth 3d character animation still -- clean linework, gentle colors, glossy smooth skin tones, expressive eyes -- effortlessly cool.
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AI artwork
Avatar image of ........................
1girl, solo, short hair, black hair, blue coat, jacket, black skirt, black boots, knee boots, high heels, standing, tiled floor, fantasy ruins interior, full body, from below, dutch angle, looking down at viewer, confident, hand on hip, 3d, cg render, depth of field The camera sits low and tilted, looking up at one girl from a dutch angle so the ruined hall rears behind her and the floor grid shears diagonally across the bottom of the frame. She stands full-body in the center-left, weight carried on her left leg with the right knee slightly bent and the right toe of her heeled boot resting a half-step forward on the tiles; her left hand presses flat against her hip bone, jacket hem pushed back by the wrist, while her right arm hangs loose with the fingers relaxed at her side. Her chin is level but her eyes drop to the lens from under level brows, one lip corner lifted in a small closed smirk, shoulders squared back so the blue coat falls open over the black skirt. She has short black hair cropped close at the nape, the front strands swept across her forehead and lifting slightly at their tips from the air moving through the hall; the collar of the blue coat stands against her jaw with the jacket's front panel open down the chest, and the black skirt hangs in vertical pleats from the waist. Both legs disappear into knee-high black boots whose shafts grip the calf and whose high stiletto heels touch the floor at small, precise points -- weight visibly driven through the heel, the boot leather creasing once above the ankle. The floor is a wide grid of square tiles in drifting sand-dusted greys and dull teal, some lifted, some cracked, a few missing so the shadowed bedding under them goes black; her cast shadow stretches long and soft to the lower right, and the sand lies only in the seams between tiles where nothing has swept it. The ruins rise around her in layered depth: broken stone columns in the midground, a collapsed arch and crumbling frieze of worn carving in the background, all out of focus and rendered in the same 3d material as her, dust motes hanging in the air as soft bright specks. Light enters from a shattered opening high at frame left, cool and slightly green, striking the left side of her coat, the left cheek and the tops of the boot shafts, leaving her right side and the depth of the hall in soft deep shadow; the only warm note in the palette is a faint gold bounce off the tile she stands on and into the underside of her skirt and chin. A single stone chip lying at the edge of her tile throws a crisp hard-edged shadow while the boot beside it throws only a blurred one, because the chip is small and close to the floor. Rendered as a smooth 3d character animation still -- clean linework, gentle colors, glossy smooth skin tones, expressive eyes -- effortlessly cool.
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