像素与复古
等距像素
战棋棋盘那样的视角:世界铺在菱形格子上,从一个固定角度看过去,每块地砖、每个单位读起来都是同样大小。线条严格按 2:1 的斜率走。

看什么
- 01每条边都是 2:1 的像素斜线
- 02没有透视:远处和近处一样大
- 03每个方块都受同一角落的平光照亮
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。
isometric pixel art 2D game character sprite seen from a three-quarter top-down angle, crisp pixel clusters, limited palette, clean dark outline, flat cel shading lit from the upper left, no anti-aliasing
瓦片地图提示词
粘进瓦片地图工具的自定义风格栏。
pixel art terrain for an isometric game: crisp pixel clusters in a limited palette of flat colours, small deliberate highlights lit from the upper left, clean hard edges, 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 isometric pixel art: everything on a 2:1 isometric grid seen from one fixed three-quarter top-down angle, crisp pixel clusters, a limited palette, flat shading lit from the upper left, no perspective convergence and no anti-aliasing. 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
Final Fantasy Tactics · Into the Breach
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。
