PeachMilk Studios

Categories

Prompts

Art style blocks

  • Full color manga doujin anime illustration, clean bold black line art, vibrant saturated colors, dramatic cel-shading, sharp expressive anime eyes, layered gradient cel shadows, oily cel highlights, flat 2D aesthetic, no photoreal pores, no 3D CGI.
  • 2D animation/illustration only. Flat or stepped cel shading. Consistent outline weight. No photoreal skin texture, no oily 3D render, no loose painterly brushstrokes.
  • 1980s–90s Japanese OVA anime style, clean thick lineart, flat cel shading with hard shadow edges, analog film grain and faint scanlines, limited palette, painted background more detailed than the character, Production I.G. / early Gainax screencap look, no 3D CGI, no realistic pores.
  • Classic shonen anime illustration, bold confident linework, cel-shaded coloring, strong value contrast, speed-line energy, flat untextured fills, official 2D anime aesthetic, no photorealism.
  • 1990s American Saturday-morning cartoon, thick rounded outlines, flat primary colors, simple geometric forms, glossy cheek and hair highlights, limited shading steps, rubber-hose energy, no realistic lighting falloff.
  • American comic-book illustration, heavy black ink outlines, Ben-Day or coarse halftone dots, flat process colors, dramatic panel lighting, 1990s Image/Marvel print look, visible paper tooth, no painterly blending.
  • Vintage mid-century travel-poster illustration, layered flat color shapes, limited warm palette, bold display lettering planned as part of the layout, printed-paper texture, slight registration offset, no photoreal detail.
  • Art Nouveau poster style, flowing ornamental linework, flattened decorative forms, gold and muted jewel tones, arched frame motifs, lithograph ink on paper, no 3D volume.
  • Japanese ukiyo-e woodblock print style, flat color planes, visible woodgrain, bold contour lines, limited mineral pigments, decorative pattern fills, no Western perspective shading.
  • Risograph print aesthetic, two or three overprinted spot colors, slight misregistration, grainy ink on cheap paper, flat graphic shapes, no continuous-tone photography.
  • High-contrast halftone portrait style, coarse newsprint dots, limited ink colors, graphic poster contrast, no smooth gradients.
  • Clean flat vector illustration, geometric shapes, even fills, 2–3 px consistent outline weight, no gradients except one controlled highlight, UI/icon kit look.
  • Super-deformed chibi cartoon, oversized head, tiny body, simple circular eyes, flat pastel fills, thick outline, cute sticker-sheet look, no realistic anatomy.
  • Loose watercolor storybook illustration, soft bleeding edges, visible cold-press paper, light pencil underdrawing, muted pastel washes, generous white space, no hard digital outlines.
  • Opaque gouache children’s-book illustration, matte chalky pigment, soft pencil outlines, gentle cel-adjacent shading, warm limited palette, subtle paper texture.
  • Classical oil painting, visible brushwork and impasto, warm glazed shadows, canvas weave, Rembrandt-style directional light, no digital smoothness.
  • Sumi-e ink wash, spare black-and-grey strokes on rice paper, controlled bleeds, lots of empty space, no full-color render.
  • Finished graphite drawing on toned paper, visible pencil grain, cross-hatching, white-chalk highlights, no color.
  • 4:3 retro 16-bit pixel art, limited NES/SNES palette, chunky pixels, no anti-alias except 1-px outlines, dithered shadows, sprite-sheet clarity.
  • Low-poly 3D render, clean geometric facets, flat shading, soft ambient occlusion, limited pastel palette, isometric or simple perspective, no high-poly skin.
  • Synthwave illustration, neon magenta-cyan grid, chrome sun with scanline cuts, palm silhouettes, grainy VHS overlay, 1980s airbrushed poster atmosphere, no modern CGI realism.
  • Early 1990s 3DCG / PlayStation 1 look, low-poly models, affine texture warping, vertex lighting, muddy CRT colors, no PBR materials.
  • Photoreal editorial still, 85mm, shallow depth of field, natural skin texture, directional window light, film grain, color-graded like a magazine cover, no illustration.
  • 1970s Kodachrome snapshot, warm highlights, slightly blocked shadows, light grain, imperfect flash or golden-hour sun, candid framing, no AI-smooth skin.
  • High-contrast black-and-white film noir, hard key light, deep crushed blacks, visible 35mm grain, wet-street reflections, no color tint.
  • Late-1980s Japanese OVA anime, hand-painted cels, bold ink lineart, flat cel-shading with hard shadow edges, muted neon against black, analog VHS grain, slight chromatic aberration, painted night-city backgrounds, Wicked City / Vampire Hunter D / early Production I.G. atmosphere, 2D only, no photoreal skin, no 3D CGI.
  • 1990s Japanese TV-anime screencap, cel-shaded flat colors, slightly washed VHS palette, visible film grain, hand-drawn linework of uneven weight, simple face shading, detailed painted background behind a flatter character, broadcast-frame composition, no modern web-illustration polish.
  • 1990s theatrical anime still, OVA-quality cels, soft gradient shading on hair and eyes, hand-painted backgrounds with atmospheric perspective, film grain (not heavy VHS tracking), richer but still analog color, premium cel animation finish.
  • Early-2000s digital-cel anime, clean but not vector-perfect lines, limited shadow steps, slightly crushed blacks, CRT-warm highlights, TV-broadcast color, no painterly brush, no PBR lighting.
  • Modern Japanese anime illustration, razor-clean character cels against hyper-detailed painted skies, lens-flare sun, dense cloud layers, sharp lineart on the figure, cinematic depth, still 2D, no live-action face texture.
  • Hand-drawn pastoral anime, soft rounded character features, watercolor-washed backgrounds, warm earth palette, gentle wind in hair and grass, painterly environment with simpler character shading, quiet melancholy, no photoreal pores, no 3D render.
  • KyoAni-like slice-of-life anime, delicate thin lineart, soft blush shading, everyday lighting, highly observed cloth folds still drawn as 2D, warm afternoon interiors, no chibi exaggeration, no oil-paint texture.
  • Studio Trigger-like action cartoon, thick graphic shapes, screaming color, extreme smear frames implied in the pose, bold flat fills, high-contrast shadows, kinetic composition, no realistic anatomy.
  • Classic mecha anime key frame, hard-surface mechanical lineart, panel-line greeble, flat armor colors with one specular strip, cel-shaded metal, cockpit glass highlights, painted ruined-city background, 2D only.
  • 1990s shoujo anime, large sparkling eyes with multiple highlights, pastel palette, ribbon and petal effects, soft cel shading, dreamy film grain, transformation-poster composition, no photoreal skin.
  • Seinen anime illustration, heavier line weight, muted dirty palette, realistic-ish proportions still drawn as 2D, heavy shadow shapes, grainy print texture, no glossy influencer lighting.
  • 1970s gekiga manga, scratchy pen, dense cross-hatching, heavy blacks, documentary urban grit, adult proportions, newsprint texture, no cute anime eyes.
  • Weekly Jump cover illustration, thick contour, saturated commercial color, dramatic hero lighting still cel-based, logo space at the top, glossy magazine print, 2D.
  • Doujinshi color illustration, slightly softer amateur-pro line, dense screentone-like digital hatching, vivid but cheap-print palette, close-crop character focus, paper tooth, not a key visual poster.
  • Full-color webtoon panel, clean thin digital line, soft cel-adjacent shading, pastel-bright palette, simple backgrounds, phone-vertical composition, no oil paint.
  • 1980s American toy-cartoon, bold primary colors, glossy plastic highlights, simple muscular or sleek character designs, limited shadow steps, heroic pose, film-cel look, no realism.
  • 1990s nicktoon, thick rounded outlines, squash-and-stretch volumes, loud flat color, simple gradients only on hair/sky, goofy energy, no photoreal lighting.
  • Modern American TV animation, even vector-like outlines, two-tone shading, graphic shape language, controlled palette, clean digital paint, no painterly strokes.
  • Early-1990s Disney feature still, elegant ink-and-paint characters, multiplane painted background, theatrical lighting, classical proportions, no 3D CGI, no modern Pixar subsurface skin.
  • Modern animated feature concept art, painterly background, simplified character shading, human proportions, soft global illumination still cartoon, no live-action photography.
  • Adult Swim late-night cartoon, slightly ugly proportions, flat color, harsh lighting gags, limited animation look, grainy SD video, no beauty-filter faces.
  • Classic theatrical cartoon short, inked outlines, watercolor or gouache backgrounds, squash-and-stretch construction, mid-century American animation, no anime eyes.
  • anime screencap, washed VHS palette, film grain, painted bg / flat character
  • hand-drawn, watercolor background, rounded features — plus the anti-photoreal footer
  • 2D animation/illustration only. Flat or stepped cel shading. Consistent outline weight. No photoreal skin texture, no oily 3D render, no loose painterly brushstrokes, no subsurface scattering.
  • Rotoscoped animation look, traced-from-life motion freeze-frame, simplified color holds, visible contour, slightly awkward anatomy that still reads as drawn, no raw photograph.
  • Official anime key visual, polished 2D illustration, clean lineart, dramatic rim light, detailed costume folds still cel-shaded, title-safe empty area, no photoreal face.
  • 2010s pixiv-style anime illustration, sharp digital line, soft airbrush blush, glossy hair strands, vivid color, white or simple gradient backdrop, not a 2026 photoreal mix.
  • Users have been reporting Quality Mode smearing clean illustration into loose brush texture. These are the anti-splotch clauses: