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明暗与立体

低分辨率复古三维

刻意保留的 PS1 画面:糊成块的纹素、生硬的顶点光照和抖动,连 CRT 颗粒都算作画面的一部分。

低分辨率复古三维
由 GenioPlus 生成。24 张样图画的是同一个场景,变的只有风格。

看什么

  1. 01每张贴图上看得见的纹素块
  2. 02生硬的顶点光照,没有柔和过渡
  3. 03保留下来的抖动和扫描线颗粒

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。

late-1990s PlayStation 1 game character, crude low-polygon model with visible flat triangles, muddy 64x64 textures with big blocky texels, affine texture warping, hard vertex lighting, dithered limited colour, CRT scanlines, low 320x240 resolution

瓦片地图提示词

粘进瓦片地图工具的自定义风格栏。

late-1990s PlayStation 1 terrain, muddy 64x64 textures with big blocky texels, dithered limited colour palette, hard vertex lighting, CRT scanlines, low 320x240 resolution, no modern crisp detail

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 a late-1990s PlayStation 1 game screenshot: crude low-polygon geometry with visible flat triangles, muddy 64x64 textures with big blocky texels, affine texture warping, hard vertex lighting, dithered limited colour, CRT scanlines and a low 320x240 resolution. 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

SIGNALIS · Dusk

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。

用这个风格做角色
低分辨率复古三维 — 游戏美术风格提示词 | GenioPlus