像素与复古
八位复古像素
主机的硬件限制直接变成了风格:一个精灵只有三四种平涂色,像素大到能一个个数出来。明暗做不到的事,全靠轮廓顶上。

看什么
- 01像素边缘硬切,没有抗锯齿
- 02每个元素三到四种平涂色
- 03靠剪影而非明暗说清形体
提示词
提示词刻意保留英文:生图模型读英文最准,翻译过去只会掉效果。照原样粘贴即可。
角色提示词
粘进角色、T-pose、动画工具的「风格」栏。
8-bit NES-era retro pixel art game sprite, chunky visible pixels, three or four flat colours per sprite, one hard dark outline, no anti-aliasing, no gradients
瓦片地图提示词
粘进瓦片地图工具的自定义风格栏。
8-bit NES-era pixel art terrain: very few, very large flat pixels per tile, three or four flat colours per material, hard edges, texture drawn as deliberate blocky clusters of lighter and darker squares, no anti-aliasing, no gradients, no noise
背景提示词
先用它生成一张背景图,再把那张图喂给场景拆分工具。方括号部分换成你自己的场景。
A single 2D game background plate for [YOUR SCENE — e.g. a seaside village at dusk]. Horizontal composition, drawn as one illustrated scene whose buildings, trees, rocks and props sit clearly apart from one another, each fully visible and not overlapping, so every one of them can be cut out afterwards as a standalone asset. Draw it as 8-bit NES-era pixel art: a handful of large flat pixels per shape, three or four flat colours per element, hard dark outlines, no anti-aliasing and no gradients anywhere. Keep one consistent light direction and one consistent perspective across the whole scene. No characters, no text, no labels, no UI, no logos, no watermark, no border.
把这个看法做出名的游戏
Shovel Knight · Mega Man
只是给你眼睛做参照。提示词里一个游戏名都没有 —— 这样模型会自己设计,而不是去抄某款游戏。
继续看
现在就用这个风格
提示词随便拿。用它生成会消耗积分。