Late 1990s to early 2000s pre-rendered 3D fantasy video game aesthetic, retro CGI game-art style, low-poly 3D modeling with visibly faceted geometry, primitive polygonal forms, chunky simplified shapes, slightly exaggerated proportions, early hardware-rendered appearance, low-resolution hand-painted and procedural textures, strong texture repetition, rough pixel-level texture detail, glossy and slightly plastic-looking surfaces, exaggerated saturated colors, intense deep blues and cyan tones, high contrast lighting, dramatic artificial illumination, bright highlights, hard-edged shadows, subtle ambient occlusion, rudimentary global illumination, strong specular highlights, slightly overexposed bright surfaces, atmospheric haze, simple volumetric-looking effects, unrealistic but visually striking lighting, pre-rendered game environment rather than modern physically based rendering, no photorealism, no modern AAA graphics, no cinematic realism, no smooth high-poly modeling. Avoid modern 3D rendering entirely. No Unreal Engine 5, no photorealistic PBR materials, no ray tracing, no physically accurate lighting, no ultra-detailed textures, no realistic foliage simulation, no smooth high-poly models, no modern cinematic color grading, no depth-of-field blur, no film grain. Make it look as though it was rendered around 2000–2003 using contemporary consumer 3D graphics technology, with the limitations of the era clearly visible and intentionally preserved of a wizard blowing smoke Ver más