Midjourney教程(绘画提示词)

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photoreal live-action sci-fi full-body character still, 2:3 vertical. camera at chest height, 35mm lens, eye level, full body fully in frame with a little space above the head and below the feet, three-quarter rule placement slightly right of center, the left side of the frame holds open cold grey sky and a defocused ruined city wall, negative space about half the frame. foreground: a defocused broken curb and drifting dust. only one figure in an exoskeletal warframe, full-body, front three-quarter. the silhouette is hourglass, not barrel: extremely wide at the shoulders, extremely narrow at the waist, extremely long in the limbs. the head is an upright egg-shaped carapace with no eyes and no mouth, a bony ridge running from the brow to the nape, one very narrow black beveled channel recessed on either side. each shoulder carries three outward-flaring plates, thick innermost, thin and sharp outermost, with a two millimeter gap between layers, the shoulder mass about one point three times the body width; the waist narrows to roughly two thirds of the chest, and sits as a bundle of braided dark grey fibers, neither metal nor skin. the arms run slightly longer than human with an elongated forearm, and the hands carry four digits; the outer legs are one continuous hard-cut plate, the inner legs are stacked segmented plates at a steep angle. plates are cold grey matte metal with almost no reflection, every transition a hard edge; the shoulder plates and the lower chest carry tarnished copper banding, oxidized dark copper; hair-thin dark gold lines sit inside the ridge, the plate gaps and the beveled channels; one plate on the left of the chest holds a single warm gold thread lit from within, the only highlight on the whole shell. stance: feet slightly wider than the shoulders, weight settled back on the right foot, arms hanging with fingers lightly curled, the shoulder petals still flared from the landing, not yet drawn in. light from camera-left rear at forty-five degrees, one hard cold white daylight source, no fill; the outer shoulder edge is cut into a razor-thin bright line, the faces of the plates meeting in hard breaks rather than gradients; cold asphalt bounce lifts the braided waist fibers out of shadow; real contact shadow under the feet, debris and dust pressed into a small rolled edge beside the boots. background is a hazy low-contrast ruined city wall under flat cold overcast, softly thrown out of focus. real cold grey matte metal, real oxidized copper, real braided fiber bundle, real asphalt, real dust, practical on-set armor, arri alexa mini lf, 35mm lens, cool desaturated grade, fine natural film grain, large-format daylight realism reminiscent of greig fraser on dune. no cgi, no 3d render, no game still, no plastic, no chrome, no barrel-shaped mech torso, no rounded helmet skull, no eyes, no mouth, no full-body glow, no sheet of glowing runes, no neon, no cyberpunk, no hero pose, no duplicate character, no warm light
photoreal live-action sci-fi full-body character still, 2:3 vertical. camera at chest height, 35mm lens, eye level, full body fully in frame with a little space above the head and below the feet, three-quarter rule placement slightly right of center, the left side of frame holds open cold grey sky and an out-of-focus ruined city wall, negative space about half the frame. foreground: a defocused broken curb and drifting dust. only one figure, full-body, front three-quarter. human proportions, about 190cm, shoulders roughly three heads wide, limbs long and lean, stance unforced: feet shoulder-width, weight slightly back on the right foot, arms hanging at the sides with lightly bent elbows, a natural small weight shift, as if just landed and reading the distance. full-coverage exoskeleton worn over a human silhouette; plates are matte brushed titanium with fine even horizontal brushing, reflections wide and soft with unsharp edges; joints read as dark sintered ceramic, grainy and non-reflective; hair-thin amber glow inside the seams only, no spill, no bloom. the outer left forearm carries one asymmetric beveled plate a third thicker than the right arm, with one old scratch, the only wear on the shell; two short fin-like heat vanes rise from either side of the spine and end just below the nape, slightly flared. light from camera-left rear at forty-five degrees, one hard cold white daylight source, no fill; the left edge of the plates takes a wide soft cold rim while the right side drops into grey shadow; cold asphalt bounce lifts the underside so the metal keeps its structure; real contact shadow under the feet, debris and dust pressed into a small rolled edge beside his boots. background is a hazy low-contrast ruined city wall under flat cold overcast, softly thrown out of focus. real brushed titanium, real sintered ceramic, real asphalt, real dust, practical on-set armor, arri alexa mini lf, 35mm lens, cool desaturated grade, fine natural film grain, large-format daylight realism reminiscent of greig fraser on dune. no cgi, no 3d render, no game still, no plastic, no chrome, no carbon-fiber weave, no bulky mech proportions, no heroic muscle exaggeration, no posing, no hero light, no full-body glow, no glowing runes, no mouth opening on the mask, no glowing eyes, no duplicate character, no neon, no warm light, no readable text, no logo, no watermark
cinematic environment concept art of a futuristic pingyao ancient city in shanxi, china, an eastern hard science fiction civilization built upon authentic traditional chinese architecture. monumental historic grey-brick city walls, recognizable ancient gate towers, traditional timber buildings, layered grey tiled roofs, organized courtyard blocks and narrow historic streets. preserve the authentic urban morphology and architectural proportions of pingyao. the ancient defensive wall evolves into a colossal precision-engineered structural system, subtle mechanical reinforcement beneath weathered masonry, articulated dougong-inspired structural joints, modular infrastructure integrated into historic streets, restrained golden energy conduits connecting traditional merchant houses inspired by shanxi's historic draft banks. immense atmospheric depth, towering storm clouds, distant mountains, mysterious celestial light breaking through the clouds, a few tiny flying vehicles for scale, ancient civilization awakening in a distant future. monumental scale, mysterious and solemn atmosphere, sophisticated architectural worldbuilding, physically based materials, realistic aged brick and timber textures, cinematic volumetric lighting, atmospheric perspective, carefully controlled amber gold and muted teal highlights, dramatic wide establishing shot, elevated three-quarter aerial camera, strong foreground midground background separation, ultra-detailed architectural environment, photorealistic 3d rendering, unreal engine 5 quality, feature film production design, 16:9 widescreen composition, no typography, no watermark.