明暗与立体
体素方块
所有东西共用一个立方体尺寸。比体素更小的细节不存在,于是形体必须在格子这一级上解决。

看什么
- 01所有形体对齐到同一个方块尺寸
- 02每个方块面一种平涂色
- 03聚在缝隙里的柔和环境光遮蔽
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。
voxel 2D game character built entirely from uniform cubes on a strict grid, no smooth curves anywhere, flat colour per voxel face, clean ambient occlusion in the crevices, soft directional light
瓦片地图提示词
粘进瓦片地图工具的自定义风格栏。
voxel terrain built entirely from uniform cubes on a strict grid, flat colour per voxel face, clean ambient occlusion in the crevices, no smooth curves and no sub-cube detail, soft directional light
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 voxel scene built entirely from uniform cubes on a strict grid: flat colour per cube face, clean ambient occlusion in the crevices, no smooth curves anywhere, soft directional light. 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
Teardown · Crossy Road
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。


