像素與復古
高密度精細像素
不再為解析度找藉口的像素畫。一個面上幾十級色階、過渡像繪畫一樣,但依然是一個像素一個像素擺出來的。

看什麼
- 01一個面幾十級色階,不是三級
- 02用像素堆出的繪畫式過渡
- 03靠色溫而不是描邊拉開空間
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。
detailed pixel art game sprite on a strict pixel grid, every pixel a visible square with no anti-aliasing and no blur, many tones per surface with dithered transitions, dense fine pixel clusters, no hard outline on interior forms
圖塊地圖提示詞
貼進圖塊地圖工具的自訂風格欄。
detailed pixel art terrain on a strict pixel grid, every pixel a visible square with no anti-aliasing, many tones per material with dithered transitions, dense fine pixel clusters, no harsh outlines inside the material
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 detailed pixel art on a strict pixel grid: every pixel a visible square with no anti-aliasing and no blur, many tones per surface with dithered transitions, and depth carried by colour temperature rather than outlines. 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
Owlboy · Eastward
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。
