📢 Tsubaki.3, 여러분의 솔직한 후기를 들려주세요! — 📝【Tsubaki.3, 여러분의 솔직한 후기를 들려주세요!】 안녕하세요, 여러분! Tsubaki.3가 출시된 지 벌써 한 달이 지났습니다! 그동안 Tsubaki.3를 사용해 보시면서 어떠셨나요? 마음에 들었던 점부터…
자세히 보기Retro Arcade Vibes & The Mysterious Figure
There's just something hypnotic about this scene—the glow of the CRT monitors and those bold red and purple details on the outfit really pull me in. I absolutely love the edgy, techwear aesthetic mixed with the nostalgic arcade atmosphere. If this caught your eye too, please leave a like and follow for more! Let me know what you think in the comments. ✨
매개변수 표시
- 원본 프롬프트
- (masterpiece:1.5), (premium hand-painted 2D anime illustration:1.95), (Arataki Itto from Genshin Impact:2.0), (original Itto lower-body costume:2.0), (reverse crawling out of a vintage CRT monitor:2.0), (HIPS FIRST, LEGS FIRST:2.0), (ONLY HIS LOWER HALF VISIBLE OUTSIDE THE SCREEN:2.0), (ENTIRE UPPER BODY INVISIBLE INSIDE MONITOR:2.0), (elevated three-quarter camera looking downward:2.0), (reference-matched cobalt-blue CRT lighting:2.0), (quiet absurdist visual comedy:1.95), (cinematic anime dreamcore:1.9), (precise anatomy and screen intersection:2.0). CONCEPT — ITTO.EXE / WRONG WAY OUT: A surreal, beautifully illustrated, extremely funny anime scene. Arataki Itto is trying to escape an ancient computer, but he is BACKING OUT through its glowing CRT screen. The mistake is clear: his rear, waist, hips, thighs, knees, shins and boots have emerged into the real world FIRST. His head, two oni horns, hair, neck, shoulders, chest, arms and hands remain on the OTHER SIDE of the screen, completely invisible. No face appears inside the monitor or elsewhere. The scene is funny through physical staging alone; do not use a reaction face, speech bubbles or extra characters. The artwork should otherwise feel unusually beautiful, mysterious, nocturnal and earnest, exactly like the reference's dreamy blue computer-room illustration. MATCH THE REFERENCE'S CAMERA, NOT A HEROIC LOW ANGLE: (reference-style elevated oblique viewpoint:2.0), (moderately wide 35mm perspective:1.9), (camera 30–40 degrees above scene:1.95), (clear dark tiled floor:1.95). Imagine the observer floating just above and left of the subject, looking DIAGONALLY DOWN at a cluster of glowing CRTs. The largest screen stands in the upper-center to upper-right, angled slightly toward us. Its thick casing, nearby monitors and cables establish spatial depth. Itto's hips protrude toward the image center; his bent armored legs extend downward toward the foreground tiles. The screen-body junction must remain visible. This is a close environmental composition, not a centered product shot or a wide landscape. Preserve the reference's slightly unsettling, intimate, elevated observational viewpoint. Never position camera at ground height or look upward. LOCKED BODY GEOMETRY — ZERO AMBIGUITY: (one continuous pelvis and exactly TWO legs:2.0), (portal touches WAIST at screen plane:2.0), (upper torso completely concealed:2.0). Place the lower waist halfway through the luminous screen surface. The monitor glass is a flat vertical portal: everything ABOVE the belt is still behind that plane and cannot be seen, while the belt, hips and both legs protrude outward. The lower torso begins at the screen edge; DO NOT show a floating cut-off body separated from the monitor. From the hips, the right thigh slopes diagonally down and forward; its knee bends enough for the right boot to make cautious contact with a floor tile beside the desk. The left leg bends outward and back, left boot lifted only slightly while searching for balance. Both limbs attach naturally to the SAME pelvis, with believable knees and ankles. The pose is awkward but physically intelligible, with no elongated noodle anatomy, twisted extra hips or third leg. One solid planted foot supports weight, while the other explores space. ITTO MUST BE RECOGNIZABLE WITHOUT HIS FACE: (accurate Arataki Itto waist sash and hip ornaments:2.0), (official asymmetrical shin armor:1.95), (authentic black-purple-red-gold palette:1.95), (distinctive decorated footwear:1.95). Copy the visual identity of his ORIGINAL Genshin lower-body outfit. Show layered purple-black waistcloth, ornate red patterned textile, golden clips, decorative rings, angular armor plates, oni-inspired fastenings, asymmetrical leg protection, sturdy detailed boots and hanging straps. These details substitute for facial recognition because his head MUST be absent. Itto is a very tall, muscular adult with broad, powerful thighs, but keep proportions natural. Clothing is fully intact and fully covers his backside and pelvis; the joke is not nudity. The fabric compresses slightly where the digital surface grips his waist, and hanging ornaments obey gravity. Avoid jeans, sneakers, random medieval plate armor or futuristic tactical trousers. THE MAIN CRT — REAL HARDWARE, SURREAL SCREEN: (authentic bulky cream-colored 1990s CRT monitor:1.95), (convex blue glass:1.95), (digital membrane deforming around belt:2.0), (gentle cyan static at contact:1.9). The monitor has a thick off-white shell, deep bezel, vent slots, worn corners and tactile front power buttons. It rests solidly on a low dark computer desk, not on the floor. The blue CRT surface bends outward around Itto's waist like flexible luminous glass; a thin elliptical rim of blue distortion defines the exact passage point. The distortion follows his body and does NOT form a separate giant ring hovering in the room. Inside the display is opaque cobalt digital darkness with faint broken UI, not a view of Itto's upper half. A few pixel fragments and narrow electric filaments run along the contact edge, but the casing remains unbroken. Screen thickness and framing must make it obvious that the lower half is crossing the display, NOT emerging from behind the monitor cabinet. ROOM BLOCKING — KEEP THE PHOTO REFERENCE'S DNA: (reference-like cluster of old CRTs:1.95), (square dark floor tiles:1.95), (loose power cables snaking on floor:1.9), (dusky after-hours computer workshop:1.9). Two dim smaller CRTs occupy the far upper-left and far upper-right edges; one displays a grainy magenta-blue icon and the other is half cropped. An aging keyboard is just visible on the desk, with a coiled wired mouse and a few floppy disks. Thick black cables drop from the desk, trail across floor grout and disappear into deep violet shadow. The environment should feel abandoned and hush-quiet, yet never like a horror torture room. The low desk, floor and secondary monitors help establish scale so the emerging legs look properly grounded. No living people, other bodies, modern laptops, gaming RGB towers or sci-fi laboratories. Depth comes from screen overlap, desk edge and receding tile lines. LIGHTING — COPY THE REFERENCE'S BLUE LIGHT PHYSICS: (monochromatic cobalt-ultraviolet CRT glow:2.0), (rich indigo ambient shadows:1.95), (subtle lavender screen bounce:1.9), (soft optical blooming edges:1.9). MAIN source is the large screen: saturated royal-blue light wraps around Itto's waist and illuminates hip fabrics, gold buckles and upper thighs. SECOND source is a smaller purple-blue monitor behind, producing soft lavender edge highlights along one shin and boot. THIRD source is a distant faint cyan CRT, making a tiny reflected streak on the black tiles beneath the planted boot. The glow should fade gently into deep ink-blue shadows. Keep the bottom corners darker, and avoid a warm sunlight source. Make the body and computer coherently share the same illumination. Light should be soft, enveloping and atmospheric rather than hard theatrical rim stripes. The original reference feels intensely BLUE: preserve that emotional signature. ART STYLE — NOT A 3D GAME SCREENSHOT: (high-end Japanese hand-painted anime key illustration:1.95), (soft surreal Y2K computer dreamcore:1.95), (subtle experimental visual narrative:1.9), (premium 2D cel-painterly hybrid:1.95). The linework must be refined and organic, with graceful detailed costume seams, visible brushlike changes in blue shadows and delicate atmospheric softness. Retain beautiful graphic separation and meaningful anatomy, rather than shiny generic game-engine models. The main CRT remains readable and substantial; the waist-screen join and both boots are the sharpest portions of the physical scene. Background hardware falls into dreamy softness. No poster title, unrelated typography or stickers imposed over the art. Slight film grain, subtle imperfect anime paint texture and rich gradients support the nostalgic feeling. Visually serious execution amplifies the ridiculous physical comedy. ERROR UI AND LIGHT EFFECTS: Old blue-title-bar popups on the main screen read "WRONG WAY OUT" and "REVERSE EXTRACTION FAILED". Add faint CRT scanlines, mild RGB edge fringing, and tiny cyan pixels ONLY at waist contact. All lighting and motion obey the reference. (masterpiece:1.5), (accurate Itto lower outfit:2.0), (ONLY lower body visible:2.0), (backward waist-first CRT emergence:2.0), (elevated oblique downward camera:2.0), (reference-faithful cobalt-violet lighting:2.0), (dreamy Y2K analog computer atmosphere:1.95), (authentic vintage CRT monitors:1.9), (physically connected bent legs:1.95), (painterly 2D anime illustration:1.95), (soft phosphor bloom:1.85), (dark reflective tile floor:1.9), (nostalgic surreal deadpan comedy:1.95).,
- 모드
- ultra
- 크기
- 1792 x 1792
- 제외 조건
- (worst quality:1.5), (visible head:2.0), (visible face:2.0), (visible red horns:2.0), (visible white hair:2.0), (visible arms or hands:2.0), (visible torso:2.0), (headfirst exit:2.0), (front-facing escape:2.0), (full body outside screen:2.0), (character standing beside monitor:2.0), (floating detached legs:2.0), (low-angle heroic camera:2.0), (camera pointing upward:2.0), extra legs, extra boots, duplicated pelvis, severed anatomy, impossible knees, broken screen-body junction, monitor too small, flat modern monitor, ordinary jeans, generic clothes, nudity, sexualized pose, other characters, blurry costume, bright daylight, orange explosion, overwhelming particle effects, plastic 3D CGI, game screenshot, chibi, unreadable staging, watermark, signature.
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