明暗與立體
九〇年代預渲染精靈
先在工作站上用 3D 算圖,再縮成 16 位元主機用的像素。光滑圓潤的明暗被關進一個小調色盤,這種質感只存在過短短幾年。

看什麼
- 01被壓進小調色盤的光滑 3D 明暗
- 02縮小時留下的抖動雜點
- 03粗壯圓潤形體上的光澤高光
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。
1990s pre-rendered CGI game sprite: a glossy early 3D render shrunk to a low-resolution sprite, rounded plastic-like shading, slight dithering and a limited palette from the downscale, hard pixel edge against the background
圖塊地圖提示詞
貼進圖塊地圖工具的自訂風格欄。
1990s pre-rendered CGI terrain tiles: early 3D render look reduced to low resolution, glossy rounded shading, rich but limited palette with subtle dithering, crisp pixel edges, no modern lighting effects
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 a 1990s pre-rendered CGI game scene: early 3D renders reduced to low resolution, glossy rounded shading with strong highlights, a rich but limited palette with subtle dithering, crisp pixel edges and a slightly murky ambient 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.
把這個看法做出名的遊戲
Donkey Kong Country · Diablo II
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。


