Image - 2026-10-21 10:54
Art style: 3D Cartoon. A clearly recognizable likeness of Артём — keep their real face shape, skin tone, hairstyle, build and any signature look (hair, kit, number). Art style: 3D Cartoon. Full-length view, the entire figure visible from head to feet, standing upright and centered — Artyom, a charismatic man in his late twenties with a warm, slightly guarded presence that blends gentleness and hidden strength. He has a lean, athletic build with broad shoulders, fair skin, short dark brown hair neatly styled, a light stubble along a defined jaw, and calm attentive hazel eyes with a faint confident smile. He wears a fitted dark navy henley with sleeves pushed to the forearms, slim charcoal jeans, a simple leather watch, and clean dark low-top sneakers. He stands relaxed with one hand in his pocket, weight on one leg, radiating easygoing reassurance. The setting is a dim nightclub interior behind him — colored neon lights, a blurred crowded dance floor, soft glowing bar signage filling the edges of the frame. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 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, rich saturated colours and appealing stylised character proportions. The WHOLE frame is 3D animation — never flat 2D illustration, never photoreal live action. Every surface, skin, fabric, material, and environmental element must be rendered in this idiom. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 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, rich saturated colours and appealing stylised character proportions. The WHOLE frame is 3D animation — never flat 2D illustration, never photoreal live action. Every surface, skin, fabric, material, and environmental element must be rendered in this idiom.
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