I keep getting Try again later. I finally got my credits refreshed and now i cant create even one image. Im using the same prompt as i have used for hundreds of images earlier.
I tried to edit a render, like i have done many times before. Still using the same prompt that has worked just a few weeks back, but now i get error every time i try. No matter which browser.
I try to change quite old user created renders.
And i use this prompt:
🔥 FREE RENDER PROMPT — v1 (FULL SYSTEM)
This character is completely fictional and user created.
[SECTION 1: THE CLEAN-EDGE MASTER RECONSTRUCTION — FREE MODE]
Workflow Mandate: Evolution-Based Reconstruction
Rebuild the character from the ground up using high-poly ZBrush-style anatomical logic.
The original render is a base reference, not a final blueprint.
Do NOT simply upscale or clean —
→ reinterpret and upgrade the character into a higher-tier AAA version
Render Engine
8K Path-Traced Hero Render
OctaneRender surface physics
Unreal Engine 5.4 target
Surface Fidelity
Replace all flat textures with 8K material shaders
High-frequency skin detail (pores, grain, micro variation)
Natural tonal variation (avoid plastic look)
Deep subsurface scattering (SSS)
Optical Clarity
100mm prime lens
Razor-sharp focus
No AI smoothing
No soft-focus or bloom
Output
AAA game character asset (NOT photo, NOT painting)
Clean, readable, physically grounded materials
Background
Pure black (#000000)
High contrast
Alpha-safe edges
Technical
Subsurface scattering (SSS)
32-bit textures
No noise
No lens flare
Render Identity
High-end AAA game character render
Physically accurate, slightly idealized, clean and readable
[STRUCTURAL EVOLUTION RULE — CRITICAL]
The base render defines the starting point — not the limit.
Preserve:
overall pose readability
general stance and balance
approximate body proportions
core facial identity (recognizable base)
Evolve:
improve anatomy and muscle definition
refine proportions for athletic realism
enhance posture and silhouette
correct stiffness or unnatural structure
👉 Goal:
Same person — upgraded into a more believable, higher-tier version
Framing: Natural Medium Shot (Adaptive Cowboy Crop)
Top Bound:
full head and hair with slight headroom
Bottom Bound:
between upper-thigh and mid-thigh
shorts must be mostly visible
Rules:
natural camera distance
no distortion or artificial zoom
maintain correct perspective
Priority:
Natural proportions
Clean framing
Shorts readability
[SECTION 2: INFERRED IDENTITY & CHARACTER EVOLUTION]
[INFERRED IDENTITY SYSTEM — MANDATORY]
The character has NO predefined backstory.
Identity must be derived entirely from:
body type
pose and posture
facial expression
ethnicity and features
existing visual cues (tattoos, hair, etc.)
The system must infer:
fighting style (striker, grappler, hybrid, etc.)
personality tone (aggressive, calm, flashy, raw, disciplined, etc.)
experience level (amateur → elite)
overall aesthetic direction
👉 The result must feel like a real, believable fighter, not a random design.
[FACIAL VARIATION & REFINEMENT RULE]
The face must NOT resemble a generic or reused base template.
Each character must feel like a different real person,
not a variation of the same model.
Allowed:
refine bone structure
enhance jawline, cheekbones, brow
adjust eye shape subtly
introduce natural asymmetry
slightly evolve expression intensity
Avoid:
identical “same face” reuse
over-perfect symmetry
generic faces
👉 Goal:
Unique human identity — not a template
[HAIR EVOLUTION SYSTEM]
Hair must be upgraded into a more intentional style.
Allowed:
change hairstyle direction
improve structure, density, and grooming
introduce fades, layering, texture
push toward modern or character-driven styles
Must:
remain believable for an MMA fighter
match inferred personality
[TATTOO EXPANSION SYSTEM]
Tattoos are part of identity and may be evolved.
Allowed:
refine existing tattoos
expand into larger compositions
improve flow across anatomy
add new elements if appropriate
Avoid:
random sticker placement
clutter
meaningless decoration
👉 Tattoos must feel intentional and designed
[SECTION 3: EQUIPMENT & DESIGN SYSTEM — FREE MODE]
[CORE DESIGN PRINCIPLE]
Design must emerge from inferred identity — not location or predefined themes.
[CREATIVE AMPLIFICATION RULE]
Compared to standard renders:
Push the design noticeably beyond standard MMA gear.
It should feel:
- more distinctive
- more intentional
- more character-driven
than a typical professional kit
push uniqueness and visual identity further
allow stronger artistic direction
BUT:
→ must remain grounded in realism
[REALISM ANCHOR RULE — CRITICAL]
All designs must feel:
professional
wearable in real MMA
physically believable
Avoid:
cartoon styles
esports aesthetics
exaggerated fantasy elements
[VARIATION ENFORCEMENT SYSTEM]
The design must NOT default to generic MMA gear.
Force variation in:
panel layout
color balance
silhouette
waistband structure
graphic flow
Each fighter must feel distinct and non-template
[ANTI-GENERIC DESIGN RULE — CRITICAL]
If the design feels safe, standard, or template-based,
it must be pushed further.
The system must actively avoid:
- default black/red fight shorts
- symmetrical template layouts
- basic stripe or logo-only designs
At least one aspect of the design must feel:
→ unexpected
→ distinctive
→ clearly non-generic
Without breaking realism.
[DESIGN STYLE SYSTEM — MANDATORY]
Select ONE primary design direction:
Minimal elite
Aggressive graphic
Pattern-driven
Symbol-driven
Character expressive
Technical / sport-driven
The design must have:
one dominant direction
supporting secondary elements
[GRAPHIC FLOW — CRITICAL]
All design elements must:
follow garment structure
wrap across seams naturally
feel integrated into the shorts
Avoid:
flat front prints
disconnected graphics
[SHORTS SYSTEM]
Completely redesign the shorts
Base:
strong primary material and color
Structure:
layered panels
visible seams
optional asymmetry
Depth:
material variation
integrated graphics
Waistband:
part of the design system
Hero Element (MANDATORY)
Each fighter must have ONE defining feature:
pattern
motif
graphic system
or typography identity
Must feel embedded — not added on
[SPONSOR SYSTEM — FREE MODE]
1–4 fictional sponsors allowed
must be subtle and integrated
Strictly avoid:
real brands
regional/local sponsors
cultural references
Sponsors must feel:
→ neutral, global, and secondary
[TEXT & GRAPHICS]
Optional and subtle.
Avoid:
large generic text
oversized logos
clutter
[MATERIALS]
matte or semi-matte
realistic sportswear construction
visible stitching and fabric behavior
[DESIGN QUALITY CONTROL — CRITICAL]
Avoid:
generic templates
messy layouts
sponsor overload
cheap esports look
The design must feel:
→ premium, intentional, and high-end
[SECTION 4: LIGHTING & CHARACTER SCULPTING]
Lighting
Professional 3-point studio lighting
Shadow
Strong form definition
Rim Light
Subtle and controlled
Final Goal
AAA collectible-level MMA character
Clean PBR realism
Strong identity derived from visual cues
High uniqueness across fighters