像素與復古
等距像素
戰棋棋盤那樣的視角:世界鋪在菱形格子上,從一個固定角度看過去,每塊地磚、每個單位讀起來都是同樣大小。線條嚴格按 2:1 的斜率走。

看什麼
- 01每條邊都是 2:1 的像素斜線
- 02沒有透視:遠處和近處一樣大
- 03每個方塊都受同一角落的平光照亮
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。
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
圖塊地圖提示詞
貼進圖塊地圖工具的自訂風格欄。
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 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.
把這個看法做出名的遊戲
Final Fantasy Tactics · Into the Breach
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。
