像素與復古
八位元復古像素
主機的硬體限制直接變成了風格:一個精靈只有三四種平塗色,像素大到能一個個數出來。明暗做不到的事,全靠輪廓頂上。

看什麼
- 01像素邊緣硬切,沒有反鋸齒
- 02每個元素三到四種平塗色
- 03靠剪影而非明暗說清形體
提示詞
提示詞刻意保留英文:生圖模型讀英文最準,翻譯過去只會掉效果。照原樣貼上即可。
角色提示詞
貼進角色、T-pose、動畫工具的「風格」欄。
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
圖塊地圖提示詞
貼進圖塊地圖工具的自訂風格欄。
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
背景提示詞
先用它生成一張背景圖,再把那張圖餵給場景拆分工具。方括號部分換成你自己的場景。
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.
把這個看法做出名的遊戲
Shovel Knight · Mega Man
只是給你眼睛做參照。提示詞裡一個遊戲名都沒有 —— 這樣模型會自己設計,而不是去抄某款遊戲。
繼續看
現在就用這個風格
提示詞隨便拿。用它生成會消耗點數。