Image - 2026-07-25 21:04
Art style: 3D Pixar. The girl in yellow raincoat kneeling down by the bench, gently picking up the small wet brown puppy from the cardboard box, tender caring expression, rain around them ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 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): - Маша: Art style: 3D Pixar. Full-length view, the entire figure visible from head to feet, standing upright, an 11-year-old girl named Masha centered in frame. She has a round friendly face with warm rosy cheeks, big expressive hazel eyes, light freckles across her nose, and a small caring smile. Her chestnut-brown hair is gathered into two loose braids with a few stray strands, framing her face. Slim child's build, average height for her age. She wears a bright yellow raincoat over a teal knitted sweater, dark blue leggings, and red rubber rain boots; a soft scarf loops her neck. She kneels-ready, one hand gently outstretched in a helpful gesture, tender concern in her expression. Setting: a rain-soaked cobblestone street at dusk, puddles reflecting streetlamp light, a small cardboard box beside her where a shivering puppy might shelter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 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. - Щенок: Art style: 3D Pixar. A clearly recognizable likeness of Щенок — keep their real face shape, skin tone, hairstyle, build and any signature look (hair, kit, number). small brown puppy, wet fluffy fur, big sad shiny eyes, tiny floppy ears, trembling, adorable, little paws ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 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.
Free to start · Generate videos and images with AI in seconds