서버 점검 완료 안내 — 서버 점검이 완료되어 SDXL 및 Tsubaki.1 작업의 이미지 생성 속도가 정상화되었습니다. 점검 기간 동안 누적된 작업은 시스템에서 순차적으로 처리될 예정입니다. 이에 따라 일부 작업은 완료까지 다소 시간이 소…
자세히 보기미니스커트, 서있는 자세
このデジタルアートは、古代風の柱の間で立つ女性キャラクターを描いています。柔らかな光が柱の間から差し込み、幻想的な雰囲気を演出しています。
매개변수 표시
- 원본 프롬프트
- ファンタジーな遺跡の内部、1girl, solo, short hair, skirt, black hair, jacket, boots, black boots, knee boots, 3d
- 모드
- flash
- 크기
- 1152 x 1744
프롬프트 도우미
모델 및 LoRA 사용
비슷한 작품
자세히 보기1girl, solo, short hair, black hair, jacket, skirt, black boots, knee boots, 3d, fantasy ruins interior, ancient stone corridor, carved reliefs, broken colonnade, from below, dutch angle, cowboy shot, leaning back against stone, one knee bent, foot braced on fallen block, looking up, wide-eyed, parted lips, dust motes, dappled shaft of light, deep shadows, teal and amber palette.
One girl alone in the interior of a fantasy ruin, seen from a low dutch-angle camera in a cowboy shot that cuts her at mid-thigh, the tilted corridor rising diagonally behind her. She is pressed back against a cracked stone pillar, shoulders flat to the carved relief, spine arched slightly, her right knee bent with that black leather knee boot planted on a toppled block, sole gripping the chipped edge, while her left leg takes her weight straight down and her left boot's heel digs into the grit on the floor. Her short black hair is blown back off her brow by the draft that funnels through the corridor, a few strands lifted and hanging in the shaft of light. Her jacket hangs open off her shoulders over the short pleated skirt, the skirt's pleats fanned where her back meets the stone and the hem riding up a touch on the raised thigh. Both hands are braced behind her on the pillar, palms flat, fingers spread and pressed into the seams between the carved bands. Her chin is tipped up and her eyes are wide and fixed on the broken ceiling far above, brows lifted, lips parted on a held breath, catching the dust that drifts through the beam. That beam is the only light: a slanted shaft from a collapsed section of roof behind and above her right shoulder, cold teal where it grazes the stone and warm amber where it crosses her face and lights the rim of her hair, with the darkness beyond its pool absolute and the floor dust glittering only inside the beam. The pillar throws a cast shadow back along the corridor floor, broken by the fallen block that interrupts it. Palette tethered to that light: weathered grey-teal stone with amber running through the lit faces and the inside of the column reliefs, her black hair, jacket and boots reading as deep mass with a single warm highlight along the boot shafts. Fine grit on the leather, chipped edges on the blocks, cracked stone tooth under the relief carving. 3d rendered with solid volumetric depth and soft-shadowed stonework. Quiet awe, held breath.
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1girl, solo, short hair, black hair, jacket, skirt, black boots, knee boots, 3d, fantasy ruins interior, ancient stone corridor, carved reliefs, broken colonnade, from below, dutch angle, cowboy shot, leaning back against stone, one knee bent, foot braced on fallen block, looking up, wide-eyed, parted lips, dust motes, dappled shaft of light, deep shadows, teal and amber palette.
One girl alone in the interior of a fantasy ruin, seen from a low dutch-angle camera in a cowboy shot that cuts her at mid-thigh, the tilted corridor rising diagonally behind her. She is pressed back against a cracked stone pillar, shoulders flat to the carved relief, spine arched slightly, her right knee bent with that black leather knee boot planted on a toppled block, sole gripping the chipped edge, while her left leg takes her weight straight down and her left boot's heel digs into the grit on the floor. Her short black hair is blown back off her brow by the draft that funnels through the corridor, a few strands lifted and hanging in the shaft of light. Her jacket hangs open off her shoulders over the short pleated skirt, the skirt's pleats fanned where her back meets the stone and the hem riding up a touch on the raised thigh. Both hands are braced behind her on the pillar, palms flat, fingers spread and pressed into the seams between the carved bands. Her chin is tipped up and her eyes are wide and fixed on the broken ceiling far above, brows lifted, lips parted on a held breath, catching the dust that drifts through the beam. That beam is the only light: a slanted shaft from a collapsed section of roof behind and above her right shoulder, cold teal where it grazes the stone and warm amber where it crosses her face and lights the rim of her hair, with the darkness beyond its pool absolute and the floor dust glittering only inside the beam. The pillar throws a cast shadow back along the corridor floor, broken by the fallen block that interrupts it. Palette tethered to that light: weathered grey-teal stone with amber running through the lit faces and the inside of the column reliefs, her black hair, jacket and boots reading as deep mass with a single warm highlight along the boot shafts. Fine grit on the leather, chipped edges on the blocks, cracked stone tooth under the relief carving. 3d rendered with solid volumetric depth and soft-shadowed stonework. Quiet awe, held breath.
........................
1girl, solo, short hair, black hair, jacket, skirt, black boots, knee boots, 3d, fantasy ruins interior, ancient stone corridor, carved reliefs, broken colonnade, from below, dutch angle, cowboy shot, leaning back against stone, one knee bent, foot braced on fallen block, looking up, wide-eyed, parted lips, dust motes, dappled shaft of light, deep shadows, teal and amber palette.
One girl alone in the interior of a fantasy ruin, seen from a low dutch-angle camera in a cowboy shot that cuts her at mid-thigh, the tilted corridor rising diagonally behind her. She is pressed back against a cracked stone pillar, shoulders flat to the carved relief, spine arched slightly, her right knee bent with that black leather knee boot planted on a toppled block, sole gripping the chipped edge, while her left leg takes her weight straight down and her left boot's heel digs into the grit on the floor. Her short black hair is blown back off her brow by the draft that funnels through the corridor, a few strands lifted and hanging in the shaft of light. Her jacket hangs open off her shoulders over the short pleated skirt, the skirt's pleats fanned where her back meets the stone and the hem riding up a touch on the raised thigh. Both hands are braced behind her on the pillar, palms flat, fingers spread and pressed into the seams between the carved bands. Her chin is tipped up and her eyes are wide and fixed on the broken ceiling far above, brows lifted, lips parted on a held breath, catching the dust that drifts through the beam. That beam is the only light: a slanted shaft from a collapsed section of roof behind and above her right shoulder, cold teal where it grazes the stone and warm amber where it crosses her face and lights the rim of her hair, with the darkness beyond its pool absolute and the floor dust glittering only inside the beam. The pillar throws a cast shadow back along the corridor floor, broken by the fallen block that interrupts it. Palette tethered to that light: weathered grey-teal stone with amber running through the lit faces and the inside of the column reliefs, her black hair, jacket and boots reading as deep mass with a single warm highlight along the boot shafts. Fine grit on the leather, chipped edges on the blocks, cracked stone tooth under the relief carving. 3d rendered with solid volumetric depth and soft-shadowed stonework. Quiet awe, held breath.
........................
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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