Guylock

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Guylock

Guylock

@Guylock

gaming, guns, A.I., art and music Music: https://t.co/cyDzKD5JOb YT: https://t.co/W9BIlnNF0D

Katılım Haziran 2026
182 Takip Edilen84 Takipçiler
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Guylock
Guylock@Guylock·
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Guylock
Guylock@Guylock·
@TylerWool56405 You're a lovely friend, and I also NEVER want on your bad side! Glad to share some love brotha
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father lupis
father lupis@TylerWool56405·
Absolutely amazing video and fanart by @Guylock go give brother a follow and work he does amazing work
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Guylock
Guylock@Guylock·
Man i don't know what magic has been done to Grok in the past week but Imagine has been COOKING for me
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Guylock
Guylock@Guylock·
@Lor1393 no need to apologize, if you need time then you need time! just wanted to let you know friends been thinking about you! we'll see you when we see you. good to hear back!
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Lor
Lor@Lor1393·
@Guylock That is an accurate reaction to me getting a hug lol. Thats sweet that yous miss me. Sorry Ive been isolating myself, I was just in need of a social break (battery ran out).
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Guylock
Guylock@Guylock·
Hey, we miss you in the POD, come visit again k? Hope you're doing well!
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Guylock
Guylock@Guylock·
Whaaaaaat? How'd this get here, omg thats crazy
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Guylock
Guylock@Guylock·
@HexMethod this came out so frickin' awesome! Great prompt!
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HEX
HEX@HexMethod·
Arcology Prompt: IDENTITY AND SOURCE AUTHORITY Use the supplied image as the absolute authority for the character’s identity, species, anatomy, facial structure, natural proportions, silhouette, hairstyle or head shape, expression language, distinctive features, color palette, materials, motifs, and overall visual presence. Preserve unmistakable recognizability. Do not copy the supplied pose, background, camera angle, composition, or outfit unless specifically requested. Clothing is not identity-defining and must not be reproduced. The character must be unmistakably adult. Preserve established gender presentation, species logic, anatomy, limb arrangement, non-human traits, pigmentation, markings, scars, tattoos, textures, prosthetics, cybernetics, horns, ears, antennae, tails, wings, fins, claws, permanently integrated armor, jewelry, masks, helmets, visors, hoods, eyepatches, headpieces, and all other defining features. Do not humanize, simplify, relocate, exaggerate, replace, or remove them. EYES AND FACIAL COVERINGS Preserve the original eye state exactly. Closed eyes remain closed. Hidden, covered, masked, shadowed, hair-obscured, or otherwise concealed eyes remain hidden. Do not reveal, invent, open, duplicate, or reposition hidden eyes. Do not remove or alter masks, helmets, visors, hoods, eyepatches, or facial coverings to expose concealed features. If eyes are visible, preserve their shape, size, placement, sclera, iris color and pattern, pupil shape, markings, glow, reflections, asymmetry, and heterochromia. NO CLOTHING Generate no clothing and do not copy or reinterpret the supplied outfit. Do not generate shirts, tops, dresses, robes, jackets, bodices, corsets, lingerie, straps, sleeves, collars, fabric panels, textile coverings, or architectural structures arranged like clothing. Keep the neck, shoulders, collarbones, and narrowly visible upper chest bare and unobstructed. Do not use hair, fog, jewelry, architecture, or ornamentation as disguised clothing. Preserve permanently integrated armor, prosthetics, cybernetics, masks, helmets, and other identity-defining structures. PALETTE AND DESIGN INHERITANCE Inherit the supplied image’s dominant and secondary colors, materials, textures, decorative language, structural patterns, symbols, and motifs. Reinterpret them throughout the architecture, lighting, atmosphere, and ornamentation so the result feels native to the supplied character’s visual world. Avoid unrelated colors, materials, symbols, or architectural styles. LIVING SURREAL ARCHITECTURE Recreate the character as living, inhabited surreal architecture while preserving identity. Transform the visible facial planes, temples, hair or head shape, jawline, neck, collarbones, shoulders, skin surfaces, cybernetics, integrated armor, and other permanent features into structurally continuous architecture. Integrate source-derived towers, windows, arches, balconies, bridges, stairways, corridors, chambers, terraces, domes, structural ribs, illuminated interiors, and ornamental frameworks directly into the character. The architecture must follow the character’s anatomy, contours, markings, silhouette, and material logic. It should appear grown from, carved into, or fused with the body, with recessed spaces, embedded foundations, believable transitions, and contact shadows. Do not make it look like jewelry, clothing decoration, a crown, a bodice, or miniature buildings placed on ordinary skin. Keep the eyes, nose, lips, and defining facial structure clearly readable. Reduce structural density beneath the jaw so the face remains dominant. PHOTOREALISM Render as a highly photorealistic cinematic photograph with physically plausible lighting, real optical depth, and convincing material response. Preserve natural pores, fine facial hair, subtle expression lines, uneven pigmentation, realistic lip and eye moisture, individual eyelashes, skin translucency, hair strands, flyaways, and minor imperfections. Give architectural materials believable scale, depth, joints, seams, patina, dust, weathering, edge wear, reflections, translucency, and material-specific texture. Avoid anime, illustration, painterly rendering, glossy CGI, plastic or airbrushed skin, doll-like features, artificial symmetry, exaggerated HDR, and perfectly clean digital edges. STRICT FRAMING 9:21 vertical aspect ratio. Create an extreme close-up framed strictly from the collarbone line to the top of the head. Show only a narrow strip of bare upper chest beneath the collarbones, with shoulders entering from the lower corners. The face must occupy at least 65 percent of the image height. Keep the camera physically close. Do not lower or widen the crop to show more architecture. Cut off structures extending beneath the collarbones. Do not show the abdomen, waist, hips, lower torso, full arms, legs, or full body. Do not create a bust-focused composition, distant monument, palace, city, statue, skyline, or landscape. CAMERA, LIGHTING, AND ATMOSPHERE Use natural portrait-lens perspective, a pronounced but controlled Dutch angle, and a clearly tilted tilt-shift focal plane. Keep one diagonal band across the nearest visible eye, cheek, and adjacent architecture critically sharp. Let details above and below it soften progressively through natural optical falloff. Use cinematic directional lighting derived from the supplied palette. Preserve readable facial structure, markings, visible eyes, masks, helmets, and other defining features. Add restrained source-colored illumination within windows and chambers, plus volumetric fog, haze, drifting particles, atmospheric separation, realistic shadow falloff, subtle sensor grain, and restrained optical bloom. Keep the background abstract, dark, atmospheric, and secondary. FINAL PRIORITY The image must read first as the same recognizable character, second as a tight collarbone-to-head portrait, and third as living surreal architecture. Avoid copied clothing, generated garments, hidden eyes being exposed, facial coverings being removed, markings being erased, anatomy being altered, architecture imitating clothing, sprawling scenery, unrelated motifs, excessive fog, or detail that overpowers the face. @powdury @DantaroDanstar @RaelinAI @vovilliacorp
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Ben The Clanker
Ben The Clanker@BenTheClanker·
@Guylock Thanks XD I see you have kept the ref sheet for my Arcane golem xD
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Ben The Clanker
Ben The Clanker@BenTheClanker·
Is anyone Genning anything fun?
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