A man in armor standing in a dark room with a sword
I have some bold suggestions. Ready to hear them?
Ghost Fighter with Huge Fistholster, Super Cool Ghost Fighter, Has Huge Red Fist, Boxer, Red Mechanical Holster, Wearing Orange Mechanical Armor, Smoke Surrounding, Fighting Posture, Imposing Walking, Frontal Looking Perspective, Perfect Body Proportions, Tall Figure, Full Body Shot, Super Detail, Male, Ninja, Metal Mecha, With Black Mask, Wearing Black Mechanical Armor, Glowing Red Eyes, Perfect Body Proportions, Full Body Shot, Looking Up View, Super Detail, IP by Pop mart, edge light, avatar, octane rendering, blender, clean black background, 3d, c4d, best quality, very detailed, ancient technology, HDR (high dynamic range), ray tracing, nvidia rtx, super resolution, unreal 5, subsurface scattering, PBR texture, post-processing, anisotropic filtering, depth of field, maximum sharpness and sharpness, multi-layer textures, albedo and highlight maps, surface shading, accurate simulation of light-material interactions, perfect proportions, octane rendering, Two-tone illumination, low ISO, white balance, rule of thirds, wide aperture, 8K RAW, high efficiency sub-pixels, subpixel convolution, luminous particles, light scattering, Tyndall effect
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Ghost Fighter with Huge Fistholster, Super Cool Ghost Fighter, Has Huge Red Fist, Boxer, Red Mechanical Holster, Wearing Orange Mechanical Armor, Smoke Surrounding, Fighting Posture, Imposing Walking, Frontal Looking Perspective, Perfect Body Proportions, Tall Figure, Full Body Shot, Super Detail, Male, Ninja, Metal Mecha, With Black Mask, Wearing Black Mechanical Armor, Glowing Red Eyes, Perfect Body Proportions, Full Body Shot, Looking Up View, Super Detail, IP by Pop mart, edge light, avatar, octane rendering, blender, clean black background, 3d, c4d, best quality, very detailed, ancient technology, HDR (high dynamic range), ray tracing, nvidia rtx, super resolution, unreal 5, subsurface scattering, PBR texture, post-processing, anisotropic filtering, depth of field, maximum sharpness and sharpness, multi-layer textures, albedo and highlight maps, surface shading, accurate simulation of light-material interactions, perfect proportions, octane rendering, Two-tone illumination, low ISO, white balance, rule of thirds, wide aperture, 8K RAW, high efficiency sub-pixels, subpixel convolution, luminous particles, light scattering, Tyndall effect
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Checkpoint & LoRA
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