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AI artwork featuring #pemandangan, #Runtuhan, #Runtuhan, #Bangunan and #The Fantasy City
Jana Secara Percuma

pemandangan, Runtuhan

Seni AI oleh ๅฎ‰่—คใ‚ฟใ‚ฑใƒซ di PixAI. Dijana dengan Tsubaki.3 Flash.

Contest Entry
I Want to See a Fantasy City!#The Fantasy City
#pemandangan#Runtuhan#Runtuhan#Bangunan
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Komen

no humans, wide shot, from above, high angle, dutch angle, one-point perspective into the void, warped concrete floor, crumbling broken edge at the bottom of frame, exposed rusted rebar curling out of the fractured concrete lip, severed cables trailing over the side, dead open air beyond the edge, supermassive subterranean cavern, colossal vertical drop, ruined sci-fi tower clusters far below, exposed steel skeletons, kilometer-scale depth, half dissolved in cold haze, endless darkness overhead, volumetric darkness, monochrome grayscale, cold gray palette, film grain, cinematic post-apocalyptic concept art, detailed digital painting, dizzying scale, oppressive silence The camera sits right at the broken corner of a gutted interior floor and looks out and slightly down into the void: the near third of the frame is spent on the floor itself, cast concrete warped into a slow sag that leans toward the lip, its surface crazed into a fine map of cracks, dust pooled in the joints, edges chipped and rounded. At the lip the slab shears off in a ragged fracture; a hedge of rusted rebar curls up and outward from the broken section, some rods bent back on themselves, some snapped short, all of them furred with orange-brown corrosion even inside the grayscale register, holding the only warm value in the picture. Three severed cables droop from a dark conduit gap near the corner, slide across the fractured edge and hang straight down over the drop, their loose ends frayed into wire strands, swaying very slightly; they are the only vertical lines connecting the floor to the abyss and act as the scale ruler for everything beyond. A thin scrim of dust and a few loose flakes of concrete have broken away at the very lip and hang suspended just past the edge, caught mid-fall. Past the lip, the floor is simply gone and the space opens. Directly beneath and ahead the emptiness falls away for kilometers; the walls of the room's structure continue downward as a broken shaft of buckled slabs and torn beams on the left, then give out into open air. Kilometers below, on the flat of the cavern floor, clusters of ruined towers stand in broken grids, their exposed steel skeletons opened to the sky inside the cavern, spandrel frames stripped of cladding, a few leaning against each other, all shrunk by distance to slivers and grains of gray; they are half erased by the cold haze that lies on the cavern floor in flat bands, the nearest cluster reading a dark charcoal, the farther ones stepping back through middle gray to a faint ghost at the haze line. Between the clusters the floor is a dead plane of dust and rubble, without roads or lights. Overhead there is only darkness. The ceiling of the cavern is never shown; the structure above the broken wall ends in a jagged silhouette at the top of the frame, and above it the black is absolute and unbroken to the frame edge, thick enough to read as weight pressing down on the air below. Nothing glows from within the deep dark; the only illumination falls from somewhere high behind the camera, cold and diffuse, striking the top of the warped floor, the upper faces of the rebar and the towers' top edges, leaving the underside of the concrete lip, the hanging cables and every recessed joint in shadow; the cast shadow of the broken edge falls forward into the void where there is no surface to receive it and dies within a few meters of haze. The farthest towers and the overhead dark are the same value, so the space reads taller than it is wide. Palette is strictly monochrome grayscale with cold blue-gray neutrals, no saturation anywhere except the corroded rust on the rebar as the single warm accent; the value structure keeps the near concrete light, the mid-depth towers mid-gray, and the overhead void and the drop beneath the lip crushed to near-black. Fine film grain over the whole frame, slightly heavier in the hazy deep distance; crisp fractured edges in the foreground concrete, softened atmospheric edges below the lip; detail budget spent on the fractured lip, the rebar, the cables and the concrete's warp, with the distant towers rendered as simplified ruined grids rather than modeled structures. Vertigo hangs on one fact: the hanging cables are thicker at the top than the tallest tower below is at the bottom. Oppressive silence, dizzying.
Paparkan Parameter
Mod
flash
Saiz
2048 x 1152

Model & LoRA yang digunakan

Imej Serupa

Papar lagi
AI artwork
ๅฎ‰
no humans, scenery, architecture, ruined building, collapsed high-rise interior, ancient skyscraper, looking out through fallen wall section, exposed rusted steel skeleton, bent rebar, rib-like girders, broken floor, concrete rubble chunks, dangling severed cables, cables swaying overhead, dead air duct, rusted mechanical systems, deep shadows, skeletal wall opening as frame, distant cityscape, dozens of ruined sci-fi towers, crumbling exposed steel frames, towers half swallowed by gray mist, dense silent ruins, deep layered perspective, volumetric fog, atmospheric haze, monochrome, grayscale, cold gray tones, film grain, cinematic, wide shot, from inside, dark foreground silhouette framing, backlit by fog glow, no bright colors, empty, desolate, timeless decay. The camera sits deep within the collapsed high floor of an ancient skyscraper, low to the broken slab and set well back, so the fallen wall section ahead becomes a jagged skeletal frame around the shot; the vanished wall has left only rusted vertical steel columns and cross-braces, their edges corroded to flakes, and severed rebar bends inward and outward like a rib cage โ€” some stubs curving toward the ceiling, others drooping toward the floor. In the near foreground the concrete slab is split by a long fracture running toward the opening, strewn with angular concrete chunks of mixed size, powder and grit gathered in the seams and against the upturned lip of the break; two severed cables hang from the ceiling shadow at upper left and upper center, their cut ends frayed, one cable still gently swaying so the frame catches it a few degrees off vertical, and a torn dead air duct โ€” rectangular, its galvanized skin mottled with rust, its mouth crushed flat โ€” sits slumped and half-disconnected in the left midground against a buckled column. To the right and deeper in, rusted mechanical systems โ€” a stripped compressor housing, a fan cowl with blades seized at unequal angles, pipes severed and capped in corrosion โ€” recede into the interior shadow, their forms dropping out of legibility as the darkness takes them, and the ceiling above sags in the upper corners of the frame, collapsing into black. Beyond the skeletal opening the city opens up in deep layered perspective: nearest, the exposed steel frames of the tower opposite stand with empty window bays and torn floor plates; behind them a second and third rank of ruined sci-fi towers, dozens in total, dense and silent, their verticals stepping back through successive planes of gray mist, each rank paler and softer than the one before; the farthest towers are barely more than ghost-straight verticals half swallowed by the fog, their tops dissolving entirely into the same gray air. The floor of the city below is not visible โ€” the fog swallows it in a single flat plane โ€” so the towers appear to stand in a sea of mist, crumbling steel crowns breaking its surface. Light comes from the mist itself and from a cold, diffuse sky beyond it, entering through the skeletal opening as a soft backlight: the opening's steel and rebar are rimmed in pale gray, the interior surfaces facing the opening catch the faintest edge light, and every surface turned away from it falls into near-black. No distinct sun, no visible light fixtures โ€” the glow is the fog's own and nothing else illuminates the interior. Fog drifts in through the opening in slow thin banks, denser at the sill, thinning at eye level, thinning again at the ceiling, and the swaying cable's motion is the only thing in the frame that is not still. Palette: monochrome grayscale only, cold gray tones with a faint blue-green cast in the deepest shadows; mid-grays dominate the mist and the distant towers, blacks anchor the interior, and the brightest value in the image is the fog-softened sky seen between the rebar ribs. No warm color anywhere. Add a fine, even film grain across the whole frame, heaviest in the flat shadow fields, so the grain reads as the atmosphere of the place rather than as a filter. The comic-register detail is concentrated in the near foreground โ€” the concrete chunks, the frayed cable ends, the rust scale on the rebar โ€” and deliberately simplified in the distant ranks, where only silhouette and relative value remain.
ๅฎ‰่—คใ‚ฟใ‚ฑใƒซ
AI artwork
ๅฎ‰
wide shot, no humans, scenery, monochrome, grayscale, cold gray palette, cinematic post-apocalyptic concept art, detailed digital painting, film grain, interior, ruined room, collapsed outer wall, ragged overhanging lip of broken concrete, rusted machinery, seized machinery, sagging cable bundles, ceiling shadow, concrete rubble, slumped floor, crumbling floor edge, underground chamber, supermassive cavern, distant far wall silhouette, ruined sci-fi towers, bare steel skeletons, tower cluster, mist, haze, volumetric darkness, impenetrable darkness overhead, abyss below, monumental scale, terrifying stillness, from inside looking out, one-point perspective toward the opening, high contrast, atmospheric perspective The camera sits low inside the rotted room, wide shot, looking straight out through the collapsed outer edge; the room's broken mouth frames the whole lower half of the frame as a ragged horizontal band of overhang. Foreground, left of center and cropped by the bottom edge: a rusted machine block, gears and a seized flywheel frozen mid-turn, flaking orange-brown rust the one warm note in the grayscale, its bolts sheared and its housing buckled. Above it, cable bundles sag in deep loops across the ceiling shadow, thick as forearms, trailing down the left wall and out of the frame; the ceiling itself is lost in black beyond the third loop. Concrete rubble has drifted against the slumped floor at right, a wedge of broken slabs and rebar where the floor sags and crumbles away toward the lip; dust lies thick on every upward-facing surface, and a fine trickle of grit still spills over the edge, the only thing moving. Past the lip, nothing: the floor falls away and the frame opens into a supermassive underground chamber. Far below, clusters of ruined towers rise out of the haze floor, bare steel skeletons with their cladding stripped, dark vertical ribs against gray air; they stand silent in the mist like tombstones, thinning with distance until the nearest are legible and the farthest are only a texture of hatching. Many kilometers out, the chamber's far wall is barely a suggestion of vertical silhouette, a pale gray band swallowed by haze with no visible top or base. Overhead the darkness is absolute, pressing down and swallowing all structure beyond a few meters above the room's lip, so the void above reads as heavy as the void below. Light comes from one direction only: a cold diffuse glow from the chamber's haze, low and level, spilling up under the overhang and rimming the lip's broken edge in pale gray while the room's interior stays in deep shadow; the machine's top surfaces catch a thin cold sheen, its undersides go black, and the cable loops cast soft shadows upward onto the ceiling. Volumetric shafts of haze drift between the lip and the towers, thickest at the chamber floor and thinning toward the far wall. Palette is monochrome grayscale with cold blue-gray in the haze and warm rust brown only on the machinery; grain is even across the whole frame, heaviest in the shadow areas. Monumental scale, terrifying stillness.
ๅฎ‰่—คใ‚ฟใ‚ฑใƒซ
AI artwork
ๅฎ‰
dutch angle, vertigo shot, extreme high angle looking straight down, from above, no humans, wide shot, collapsing corner of a ruined high-floor room, tilted sinking floor slab, cracked broken slab edge, concrete lip shedding dust, bottomless subterranean abyss, kilometers of empty dark air, cavern walls receding into gloom, dead city of derelict futuristic towers far below, skeletal steel frames, sheared tops, leaning slabs, tower silhouettes fading into layered gray mist, faint sourceless pale glow deep in the void, blackness above with no visible roof, monochrome grayscale, cold desaturated tones, extreme depth, volumetric fog and darkness, dust motes falling, scattered debris, tangled rebar, torn floor plates, depth layers, atmospheric perspective, film grain, dread-inducing scale Composed slightly off-level and tilted hard on the diagonal, the camera looks down and outward past a collapsing corner of a ruined high-floor room. The floor slab occupies the lower-left of the frame, tipped and sinking away from the lens at a steep angle, its broken lip cracklined into a web of fractures and shedding fine dust that spills over the edge into open air. Loose debris, chipped concrete chunks and a couple of twisted rebar ends sit right at the fractured rim, half overhanging the drop. Beyond that lip the slab gives way to a subterranean void with no bottom in sight: kilometers of empty dark air that recede downward, cavern walls falling away into gloom on every side, their contours barely readable before they dissolve into darkness. Far below, a dead city of derelict futuristic towers is scattered across a floor swallowed by shadow โ€” skeletal steel frames stripped of cladding, sheared tops cut clean, leaning slabs tilted at broken angles โ€” their silhouettes layered and fading into drifting gray mist that thins and thickens with depth. A faint, sourceless pale light glows deep in the void, catching the top edges of the nearest towers and leaving their undersides in darkness. Above the slab, blackness swallows any hint of a roof, rising beyond sight. One physical detail drives the scale: a single falling dust plume from the broken lip narrows and vanishes long before it reaches the mist, revealing how far the drop truly runs. The palette is monochrome grayscale, cold and desaturated, with the pale glow the only true brightness in the frame and everything else compressed into stratified grays. Volumetric fog and darkness pool thickest at the far walls and thin toward the towers, the extreme depth carried by overlapping silhouette layers and dust-hazed air. Detailed digital painting with visible film grain, dread-inducing scale, oppressive silence of a place no one will ever find.
ๅฎ‰่—คใ‚ฟใ‚ฑใƒซ
AI artwork
ๅฎ‰
no humans, wide shot, interior, abandoned, ruined building, gutted room, high-rise interior, broken window, large window opening, rusted steel window frame, cracked concrete wall, exposed steel beams, rusted beams, structural skeleton, hanging cables, severed cables, black cables, loops of cable, power conduits, rusted machinery, debris, rubble, dust, warped floor, scattered glass shards, glass glittering, monochrome, greyscale, cold color palette, overcast sky, diffused light, volumetric haze, atmospheric perspective, deep perspective, cityscape, ruined city, distant skyscrapers, exposed steel skeletons, collapsed sections, horizon, vanishing point, wide-angle, cinematic, concept art, detailed digital painting, film grain, melancholic, desolate, The camera sits low inside a vast gutted floor of an abandoned high-rise, a wide-angle lens pulling the near walls outward and driving the room's parallel lines toward a single vanishing point. Directly ahead, the far wall has failed: a huge broken window opening, five or six metres tall, its rusted steel frame buckled and flaking orange-brown against the gray, cuts the composition into a bright rectangle of overcast sky. Glass survives only in the frame's upper corners and along the sill, jagged edges, and smaller shards are lodged in the mullions where they catch a pale, cold gleam along their cut faces -- each glint a thin, harder white than the hazy light around it. Inside, the room is decayed and crumbling: the left wall carries cracked concrete with a long diagonal fissure and a map of finer fractures, spalled patches exposing aggregate; the right wall runs a line of rusted machinery -- boxy cabinets, a stripped gear housing, dead power conduits with their cables snipped short, dust furred thick on every upward-facing surface. Above, exposed rusted steel skeleton beams cross the ceiling and its edges, and severed black cables hang in loose loops from them, sagging in catenary curves, ends frayed and motionless. The floor is warped, boards and screed lifted and buckled, littered with rubble and debris and a fine skin of dust that puddles into soft drifts at the wall bases. Beyond the window, far in a thick volumetric haze, a dense cluster of ruined sci-fi skyscrapers with exposed steel skeletons and collapsed sections stretches flat to the horizon -- near towers reading dark and distinct, the far ones dissolving into a single pale gray value as the haze eats their edges. Light is one source only: an overcast diffused daylight pouring through the broken window, soft and shadowless on the sill, falling off into a cool dark in the room's near corners, the shafts made visible only where haze and dust catch them. Everything is monochrome grayscale in cold gray tones, deeper black in the cable loops and machinery, a single faint warm rust note on the steel frame. Subtle film grain across the whole plate. Silent, mournful, a civilization long gone.
ๅฎ‰่—คใ‚ฟใ‚ฑใƒซ

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AI artwork
Avatar image of ใƒชใ‚ช
character: kaname_madoka_(magical_girl), copyright: mahou_shoujo_madoka_magica Kaname Madoka from Puella Magi Madoka Magica, pink twin tails tied with deep red ribbons, wearing her iconic magical girl costume, white corset-like bodice with delicate back lacing, voluminous layered white and pale pink ruffled skirt, crimson ribbons flowing loosely around her body, viewed from behind at a three-quarter angle, seated with her back gracefully arched, both arms extending naturally downward behind her back, one hand gently holding the opposite wrist, clearly separated hands, relaxed slender fingers, five distinct fingers on each hand, natural finger spacing, anatomically correct wrists, elegant delicate hands, visible knuckles, softly curved fingers, hands clearly visible against the white skirt, unobstructed hand silhouette, accurate hand anatomy, head tilted far backward, chin raised toward the darkness, face mostly hidden, elegant elongated silhouette, delicate exposed shoulders, soft loose strands of pink hair, dramatic asymmetrical composition, close medium shot, large skirt filling the lower frame, dark almost black background, dramatic directional lighting, pale ivory highlights, muted dusty pink, cold gray shadows, rich crimson accents, strong contrast between luminous fabric and deep darkness, thick impasto oil painting, expressive visible brushstrokes, heavy layered paint, rough palette knife texture, sculptural paint strokes, painterly edges, textured canvas, loose gestural painting, rich tactile surface, dramatic chiaroscuro, melancholic atmosphere, haunting beauty, full bleed composition, edge-to-edge artwork, no borders, no frame, textured illustration, grainy texture, crayon texture, chalky brushwork, impasto strokes, bold color blocking, stylized anime, flat shading, dry brush effect, atmospheric lighting, soft glow highlights, rough painterly anime style, visible textured brushstrokes, heavy impasto texture, scratchy charcoal-like linework, expressive gestural strokes, smudged edges, desaturated base tones with aggressive high-contrast color, sketch style, rough brushstroke
ใƒชใ‚ช