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Man, 25 years, Slavic appearance: Round or slightly elongated egg

man, 25 years, Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight, The nose is quite wide at the base. Elongated ears with noticeable lobes. Medium-length eyebrows., not fused on the bridge of the nose Straight short light brown hair, light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores, wrinkles, skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine, mayan, V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort, but allows you to create characters that are almost indistinguishable from real people. The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation.
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man, 25 years, Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight, The nose is quite wide at the base. Elongated ears with noticeable lobes. Medium-length eyebrows., not fused on the bridge of the nose Straight short light brown hair, light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores, wrinkles, skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine, mayan, V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort, but allows you to create characters that are almost indistinguishable from real people. The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation.

avatar
A
Adeeb Mohsin
Generation Data
Records
Prompts
Copy
man , 25 years , Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight , The nose is quite wide at the base . Elongated ears with noticeable lobes . Medium-length eyebrows ., not fused on the bridge of the nose Straight short light brown hair , light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores , wrinkles , skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine , mayan , V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort , but allows you to create characters that are almost indistinguishable from real people . The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation .
INFO
Prompts
man, 25 years, Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight, The nose is quite wide at the base. Elongated ears with noticeable lobes. Medium-length eyebrows., not fused on the bridge of the nose Straight short light brown hair, light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores, wrinkles, skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine, mayan, V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort, but allows you to create characters that are almost indistinguishable from real people. The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation.
Negative Prompts
verybadimagenegative_v1.3, ng_deepnegative_v1_75t, (ugly face:0.8),cross-eyed,sketches, (worst quality:2), (low quality:2), (normal quality:2), lowres, normal quality, ((monochrome)), ((grayscale)), skin spots, acnes, skin blemishes, bad anatomy, DeepNegative, facing away, tilted head, {Multiple people}, lowres, bad anatomy, bad hands, text, error, missing fingers, extra digit, fewer digits, cropped, worstquality, low quality, normal quality, jpegartifacts, signature, watermark, username, blurry, bad feet, cropped, poorly drawn hands, poorly drawn face, mutation, deformed, worst quality, low quality, normal quality, jpeg artifacts, signature, watermark, extra fingers, fewer digits, extra limbs, extra arms,extra legs, malformed limbs, fused fingers, too many fingers, long neck, cross-eyed,mutated hands, polar lowres, bad body, bad proportions, gross proportions, text, error, missing fingers, missing arms, missing legs, extra digit, extra arms, extra leg, extra foot, ((repeating hair))
CFG Scale
7
Steps
20
Sampler
DPM++ 2M Karras
Seed
3508009406
Clip Skip
1
Image Size
526 X 1124
Denoising Strength
0.35
Model
epiCRealism
Generate
Size
526X1124
Date
Jul 8, 2024
Mode
Default
Type
upscale
Checkpoint & LoRA
epiCRealism
Checkpoint
epiCRealism
Apollo 22y.o. v1
LORA
Apollo 22y.o. v1
#Realistic
#Portrait
#Man
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