Illustration

FLUX 3 anime prompt

A cel-shaded anime key-visual brief for FLUX 3, with the technique, shading limit and camera height each pinned to a phrase.

Published August 21, 2026

Preview

No rendered example published yet

We only publish images that were actually generated from the prompt printed on the page. Until this one is rendered and checked, the brief itself is what is on display.

The complete prompt

1Anime key visual of a teenage courier in a yellow rain cape steering a cargo bike through a coastal town at first light. 2Cel-shaded illustration with clean ink outlines of varying weight, 3flat colour fills and two levels of shadow only, 4hand painted skies with visible brush direction. Wide cinematic framing, 5low camera near the front wheel, wet cobblestones throwing long reflections, gulls and telegraph wires cutting the sky, 6warm sunrise against cool blue shade. Restrained palette of ochre, slate blue and off-white, subtle chromatic warmth in the highlights, 7film-still composition with room on the right for a title. 8No 3D render, no photo textures, no lens flare, no text, no watermark, no extra characters.

Use this prompt

Opens the generator with the prompt and aspect ratio already filled in.

Prompt structure

Each phrase below appears verbatim in the prompt above and controls one thing. Mix, replace or delete them to make your own version.

  1. 01

    Anime key visual

    Key visual is a specific artefact — the single promotional image for a series — and it carries composition conventions that anime illustration alone does not.

  2. 02

    Cel-shaded illustration with clean ink outlines of varying weight

    The technique, named. Varying line weight is what separates a drawn look from a traced look.

  3. 03

    flat colour fills and two levels of shadow only

    A hard cap on shading complexity. Left unstated, cel shading drifts toward soft airbrushed gradients and loses its character.

  4. 04

    hand painted skies with visible brush direction

    The classic contrast in this style: flat characters against painted backgrounds. Naming both halves is what makes it look like the real thing.

  5. 05

    low camera near the front wheel

    Camera height is a storytelling decision. Low puts the viewer in the street; eye level makes it a snapshot.

  6. 06

    warm sunrise against cool blue shade

    Colour contrast stated as a relationship rather than a list. Relationships survive style changes; lists do not.

  7. 07

    film-still composition with room on the right for a title

    Layout intent again. This is what makes the output usable as artwork rather than merely nice to look at.

  8. 08

    No 3D render, no photo textures, no lens flare

    The three contaminants that most often creep into stylised illustration and break the flat look.

Questions about this prompt

How do I stop it drifting toward a 3D look?

Keep phrases 2, 3 and 8 together. The shading cap and the explicit no 3D render are what hold the flat style; dropping either lets soft gradients back in.

Can I describe a specific existing series style?

Describe the technique rather than the title — line weight, shading levels, palette, background treatment. It produces a closer match and avoids leaning on someone else's protected work.

Why 16:9?

Key visuals are made for banners, thumbnails and title cards. The wide frame is also what gives the title space asked for in phrase 7.

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