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依旧割草爽!前期的动作都是为了后期终极技能的铺垫
14,537 次观看 • 7 天前 •via X (Twitter)
24 条评论

MJ提示词: 场景 A vast shallow water salt flat moments before a violent storm, an enormous battlefield extending to the horizon. A thin clear water layer covers cracked white salt crust, creating mirror like reflections. Sparse low pale salt rock formations no higher than waist level leave open corridors for combat. One enormous ancient stone gate stands isolated on the horizon heavily weathered, dramatically tilted but intact, monumental in scale. Dense dark storm clouds dominate the sky with narrow breaks allowing warm golden volumetric light shafts onto the reflective flat, contrasting cold blue gray ambient light. Wind disturbs shallow water into directional ripples; distant mist hugs the horizon. Clear foreground, midground, background depth. Top tier Chinese 3D CG donghua environment, Unreal Engine 5.4, PBR salt and mineral textures, realistic shallow water simulation, cinematic hard lighting, atmospheric perspective, 8K ultra detailed, wide low angle 24mm lens. No characters, no buildings except the tilted gate, no text, no watermark. 巨兽 Colossal quadrupedal armored horned beast, three times the height of an adult female warrior. Extremely heavy siege animal build: thick chest, powerful shoulders, low center of gravity, muscular forelimbs, broad heavy paws, short powerful neck. Enormous forward curving battle horns from skull. Broad heavily armored head, small deep set crimson glowing eyes beneath armored brow ridges. Layered black obsidian like armor fused to shoulders, upper back, chest, head, and outer limbs - cracked and battle damaged. Wide overlapping shoulder plates dominate silhouette. Body formed from dense flowing black ink like matter; dark crimson energy glows through armor seams and fractures. Thick black liquid strands leak between broken plates. Three quarter front combat stance, head lowered to charge, one forelimb pressing into shallow water creating large displacement ripple. Top tier Chinese 3D CG cinematic donghua monster design, Unreal Engine 5.4, PBR black armor, realistic liquid ink simulation, cold storm lighting, subtle crimson energy, 8K, AAA boss creature. No humanoid anatomy, no wings, no dragon, no mechanical parts, no neon, no gore. 兽群 A pack of quadrupedal ink armored hunting beasts - lean, muscular, strictly non humanoid. Each has four powerful legs, strong shoulders, long forelimbs with large hooked claws, lowered hips, a narrow predatory head, short armored neck, and aggressive forward leaning silhouette. Bodies formed from dense black liquid ink fused with fragmented dark armor plates covering shoulders, spine, chest, and outer limbs; thick ink flows visibly between armor gaps. Small dim crimson eyes, subtle dark red energy glowing from armor cracks, no bright neon. Four coordinated poses: crouching before sprint, running low, leaping sideways with extended claws, mid pounce torso twist. Armor physically attached; ink strands stretch from moving joints. Top tier Chinese 3D CG donghua style, Unreal Engine 5.4, PBR materials, realistic liquid ink simulation, hard cinematic lighting, cold blue gray fill light, subtle crimson internal glow, 8K detail, production ready. No humanoid features, no wings, no horns, no weapons, no clothing, no gore.

如果你让她穿着丝袜,带着眼镜就高了

你总算把焚决交出来了

最后这收刀也太帅了

谢谢森🫡

Escalation structure matters more than any single shot.

Thank Shara

刚刚忙的送儿子上学!都忙不得评价。 帅炸你这才是大招,坐等提示词

宇哥打斗比这个帅哈哈哈

别跟我谦虚哈哈哈!我们要搞大事。

The low grass-level camera keeps the sun pinned between those dark side forms; that central flare turns the mowing pass into a deliberate reveal.

Thank

牛。。。只能这么评价。

谢谢

哈萨克

痛里啊噶痛吗哈哈哈

哈哈哈哈😂

the setup before the ultimate is the whole point this already feels like a real fight scene

Thank

Damnn crazy visuals and special effects man

Really, bro? I feel like my work was just so-so. You should check out my new piece in a few minutes—*that* is what you’d call a real visual impact.

Early moves setting up the finish, good structure.

just wow, what a scene!

Thank
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