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.

Publié le August 21, 2026

Aperçu

Aucun exemple rendu n’est encore publié

Nous ne publions que des images réellement générées à partir du prompt affiché sur la page. Tant que celle-ci n’a pas été rendue et vérifiée, c’est le brief lui-même qui est exposé.

Le prompt complet

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.

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Ouvre le générateur avec le prompt et le format d’image déjà renseignés.

Les prompts restent en anglais pour être copiés tels quels dans le générateur ; si vous les réécrivez, l’anglais reste recommandé.

Structure du prompt

Chaque segment ci-dessous apparaît mot pour mot dans le prompt ci-dessus et pilote une seule chose. Mélangez-les, remplacez-les ou supprimez-les pour composer votre propre 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 sur ce 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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