Image - 2026-07-13 15:17
Art style: 3D Pixar. 3D анимация, средний план. Локация — центр скальной ниши в Восточном Скайриме. Мирэль — тёмная эльфийка-маг в балахоне, одной рукой вцепилась в запястье аргонианина (Скив, тёмно-зелёная чешуя, застыл с поднятой ладонью). Её рука светится яркими оранжевыми даэдрическими рунами. Лица обоих напряжены. Тлеющие угли. Драматичное освещение. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FINAL STYLE ENFORCEMENT (this is the authoritative rendering directive — it overrides any style wording elsewhere in the prompt): Render this image in the following art style: Pixar-style 3D computer animation (Pixar / Disney feature-film look) — fully volumetric 3D rendering with rounded dimensional forms, soft subsurface-scattering skin, physically based materials, soft global illumination, warm cinematic key light, gentle depth of field, vibrant family-friendly colours. CRITICAL: EVERY element — characters, foliage, trees, animals, water, sky, props and the entire environment — must be rendered as polished 3D CGI with real depth and form. This is NOT flat 2D illustration, NOT a watercolour or storybook painting, NOT cel-shaded anime. Every surface, skin, fabric, material, and environmental element must be rendered in this idiom. Character appearance reference (MUST match exactly): - Мирель: full body 3D animation style, stylized character design, DreamWorks-inspired, dramatic cinematic lighting, a young Dunmer female mage, light grey-blue skin, intense pale red eyes with faint orange inner glow, long ashen white hair in a messy braid, gaunt face with chapped lips and small magical scars, thin frail body covered in glowing orange Daedric runes on her forearms and hands, wearing a tattered dark red robe and a fur vest, holding an old leather journal with a glowing gem, expression of desperate hope mixed with creeping madness, The Elder Scrolls fantasy art, high quality 3D render --ar 2:3 - Скив: Full‑body 3D animation concept art, style rooted in The Elder Scrolls visual aesthetic — grounded, gritty, and atmospheric rather than overly polished; stylized character design with a balance of expressive features and believable world‑weariness, akin to high‑end Bethesda game cinematics. A male Argonian thief: lizard‑like humanoid form with dark green scales textured like weathered armor plating, subtle iridescence under key light; yellow underbelly with faint mottling, brown stripes running vertically along limbs and torso. Bright yellow eyes with slit pupils, intense and calculating; a crooked, old scar across the snout with slightly raised, healed ridges. Two small, curved backward horns with chipped tips; tattered blue‑black feathers on the head, frayed and dusty as if from long travel through rough terrain. Wears a patched leather rogue coat, heavily used: scuffs, oil stains, and faded dye show a life of stealth and survival; numerous pockets and pouches, some bulging with tools or trinkets, straps slightly loose. A striped neckerchief, worn and faded, tied loosely. In each hand, a curved dagger — the blades show fine scratches and patina, hilts wrapped in worn leather. Long tail with a bronze ring near the tip, the metal dulled by time and exposure.
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