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LoRA Explanatory Material: 2D Shooting ( B-1E)

LoRA Explanatory Material: 2D Shooting (Model B-1E) – tsubaki3 This material explains the "DiT3 2D Shooting Style" and how to use Model B. As noted in the LoRA description, Model B offers a greater sense of altitude and depth compared to Model A; however, changing the background for the center panel is quite challenging. I suggest first reading through the full prompt while comparing it to the Model A prompt. You will notice that while the left and right panels require very little specific input, the amount of information required for the center panel is immense. Therefore, regarding background changes for the center panel, it is recommended that you ask an AI (such as GPT) to modify the prompt to achieve your desired background. While it is possible to manually edit the prompt with some effort, doing so may sometimes result in a less-than-perfect image finish. *In this example, backgrounds for the left and right panels were not specified; however, just as with Model A, if you include background-related prompts within the sections for the left and right panels, the backgrounds for each will be rendered correctly. (Prompt below) nanamu_shooter_triptych_style, masterpiece, best quality, colorful retro anime arcade illustration, wide 16:9 composition, IMPORTANT LAYOUT: exactly three vertical panels: left 20%, center 60%, right 20%. Place straight dividers at 20% and 80%. The center gameplay panel is three times wider than each narrow side panel and clearly dominates the composition. Never use equal-width panels. LEFT PANEL: exactly one human anime character, 「The character is Kurisu Makise.」 Small upper-body portrait fully contained inside the narrow panel. Show her entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Character-specific background. CENTER PANEL: a very wide, unobstructed vertical-scrolling shooter playfield containing exactly one small but clearly visible player-jet sprite and the Kabukicho nightlife background. The environment remains the main visual area, while the jet is a compact gameplay object. PLAYER-JET SCALE: the jet has a moderate-small arcade-game size, approximately one-tenth of the center-panel height. Its total height must remain between 8% and 10% of the center panel height. It is clearly recognizable but does not dominate the playfield. Leave abundant visible background above and around it. Keep this balanced size: neither large nor extremely tiny. CRITICAL ORIENTATION: exactly one top-down arrowhead-shaped futuristic jet. Its pointed nose is at the upper end and points only toward the top edge. Its narrow tail and rear engine ports are at the lower end and point only toward the bottom edge. The cockpit is behind the upper pointed nose. The silhouette forms a clear upward-pointing arrow. No propeller. Never reverse the nose and tail. The player jet flies high above the vast Kabukicho entertainment district in Shinjuku, Tokyo, at night. The city is extraordinarily wide, dense and deep, providing a large open aerial space for vertical flight. The jet flies far above the distant city, with clear vertical separation from the ground. The streets and buildings look remote and reduced in scale, never close enough for the jet to appear landed or moving directly along a road or rooftop. Show the Kabukicho entertainment district from a high top-down bird’s-eye viewpoint. The distant city contains densely packed buildings, narrow streets, large intersections, entertainment venues, restaurants, arcades and nightlife establishments. The entire district is depicted with extremely vivid colors, exceptionally high detail and brilliant clarity. Countless multicolored neon lights glow mysteriously throughout the city. Neon illumination covers building façades, rooftops, entrances, windows and street corners, creating an alluring, uncanny and spectacular nighttime atmosphere. The different neon colors remain clearly separated and richly saturated. Large buildings and prominent neon structures remain mainly near the outer edges of the center panel. Keep the middle of the center panel as a broad, open and unobstructed flight corridor. Use layered architecture, diminishing scale, subtle nighttime haze, atmospheric neon glow and slight distance blur to create immense city depth. Preserve sharp architectural detail in the foreground and middle distance while the farthest buildings gradually soften. All city details remain far below the jet. All signs, billboards and illuminated panels use abstract geometric patterns and decorative light shapes only. No readable words, letters, numbers, Japanese characters, logos or brand names appear in the center panel. The jet casts no contact shadow and never touches the streets, buildings, rooftops, signs or intersections. No other aircraft, vehicles, characters, enemies or overlays. Place the single player jet at the exact horizontal center near the bottom, around 82% of the center panel’s height from the top. Preserve a large amount of visible Kabukicho scenery above and around it. Keep the jet clearly visible at 8% to 10% of the center-panel height. The game has not started. No firing, missiles, bullets, lasers, visible exhaust, engine trails, explosions, enemies or collectible items. The Kabukicho nightlife background extends continuously from top to bottom and divider to divider. No inner border, decorative frame, cockpit frame, surrounding machinery or blank margins. RIGHT PANEL: exactly one human anime character, 「The character is Tsukuyo from the anime *Gintama*.」 Small upper-body portrait fully contained inside the narrow panel. Show the entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Different character-specific background. Both side characters remain entirely inside their panels and never overlap the center panel. Balanced triptych composition, polished 1990s Japanese arcade anime aesthetic.

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PixAI Tsubaki.3 Creation Contest Now Open#Tsubaki.3
#Original#Steins;Gate#Gintama#Kurisu Makise#Tsukuyo
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character: makise_kurisu, tsukuyo_(gintama), copyright: gintama nanamu_shooter_triptych_style, nanamu_shooter_triptych_style, masterpiece, best quality, colorful retro anime arcade illustration, wide 16:9 composition, IMPORTANT LAYOUT: exactly three vertical panels: left 20%, center 60%, right 20%. Place straight dividers at 20% and 80%. The center gameplay panel is three times wider than each narrow side panel and clearly dominates the composition. Never use equal-width panels. LEFT PANEL: exactly one human anime character, 「The character is Kurisu Makise.」 Small upper-body portrait fully contained inside the narrow panel. Show her entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Character-specific background. CENTER PANEL: a very wide, unobstructed vertical-scrolling shooter playfield containing exactly one small but clearly visible player-jet sprite and the Kabukicho nightlife background. The environment remains the main visual area, while the jet is a compact gameplay object. PLAYER-JET SCALE: the jet has a moderate-small arcade-game size, approximately one-tenth of the center-panel height. Its total height must remain between 8% and 10% of the center panel height. It is clearly recognizable but does not dominate the playfield. Leave abundant visible background above and around it. Keep this balanced size: neither large nor extremely tiny. CRITICAL ORIENTATION: exactly one top-down arrowhead-shaped futuristic jet. Its pointed nose is at the upper end and points only toward the top edge. Its narrow tail and rear engine ports are at the lower end and point only toward the bottom edge. The cockpit is behind the upper pointed nose. The silhouette forms a clear upward-pointing arrow. No propeller. Never reverse the nose and tail. The player jet flies high above the vast Kabukicho entertainment district in Shinjuku, Tokyo, at night. The city is extraordinarily wide, dense and deep, providing a large open aerial space for vertical flight. The jet flies far above the distant city, with clear vertical separation from the ground. The streets and buildings look remote and reduced in scale, never close enough for the jet to appear landed or moving directly along a road or rooftop. Show the Kabukicho entertainment district from a high top-down bird’s-eye viewpoint. The distant city contains densely packed buildings, narrow streets, large intersections, entertainment venues, restaurants, arcades and nightlife establishments. The entire district is depicted with extremely vivid colors, exceptionally high detail and brilliant clarity. Countless multicolored neon lights glow mysteriously throughout the city. Neon illumination covers building façades, rooftops, entrances, windows and street corners, creating an alluring, uncanny and spectacular nighttime atmosphere. The different neon colors remain clearly separated and richly saturated. Large buildings and prominent neon structures remain mainly near the outer edges of the center panel. Keep the middle of the center panel as a broad, open and unobstructed flight corridor. Use layered architecture, diminishing scale, subtle nighttime haze, atmospheric neon glow and slight distance blur to create immense city depth. Preserve sharp architectural detail in the foreground and middle distance while the farthest buildings gradually soften. All city details remain far below the jet. All signs, billboards and illuminated panels use abstract geometric patterns and decorative light shapes only. No readable words, letters, numbers, Japanese characters, logos or brand names appear in the center panel. The jet casts no contact shadow and never touches the streets, buildings, rooftops, signs or intersections. No other aircraft, vehicles, characters, enemies or overlays. Place the single player jet at the exact horizontal center near the bottom, around 82% of the center panel’s height from the top. Preserve a large amount of visible Kabukicho scenery above and around it. Keep the jet clearly visible at 8% to 10% of the center-panel height. The game has not started. No firing, missiles, bullets, lasers, visible exhaust, engine trails, explosions, enemies or collectible items. The Kabukicho nightlife background extends continuously from top to bottom and divider to divider. No inner border, decorative frame, cockpit frame, surrounding machinery or blank margins. RIGHT PANEL: exactly one human anime character, The character is Tsukuyo from the anime *Gintama*. Small upper-body portrait fully contained inside the narrow panel. Show the entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Different character-specific background. Both side characters remain entirely inside their panels and never overlap the center panel. Balanced triptych composition, polished 1990s Japanese arcade anime aesthetic.
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Original Prompt
nanamu_shooter_triptych_style, masterpiece, best quality, colorful retro anime arcade illustration, wide 16:9 composition, IMPORTANT LAYOUT: exactly three vertical panels: left 20%, center 60%, right 20%. Place straight dividers at 20% and 80%. The center gameplay panel is three times wider than each narrow side panel and clearly dominates the composition. Never use equal-width panels. LEFT PANEL: exactly one human anime character, 「The character is Kurisu Makise.」 Small upper-body portrait fully contained inside the narrow panel. Show her entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Character-specific background. CENTER PANEL: a very wide, unobstructed vertical-scrolling shooter playfield containing exactly one small but clearly visible player-jet sprite and the Kabukicho nightlife background. The environment remains the main visual area, while the jet is a compact gameplay object. PLAYER-JET SCALE: the jet has a moderate-small arcade-game size, approximately one-tenth of the center-panel height. Its total height must remain between 8% and 10% of the center panel height. It is clearly recognizable but does not dominate the playfield. Leave abundant visible background above and around it. Keep this balanced size: neither large nor extremely tiny. CRITICAL ORIENTATION: exactly one top-down arrowhead-shaped futuristic jet. Its pointed nose is at the upper end and points only toward the top edge. Its narrow tail and rear engine ports are at the lower end and point only toward the bottom edge. The cockpit is behind the upper pointed nose. The silhouette forms a clear upward-pointing arrow. No propeller. Never reverse the nose and tail. The player jet flies high above the vast Kabukicho entertainment district in Shinjuku, Tokyo, at night. The city is extraordinarily wide, dense and deep, providing a large open aerial space for vertical flight. The jet flies far above the distant city, with clear vertical separation from the ground. The streets and buildings look remote and reduced in scale, never close enough for the jet to appear landed or moving directly along a road or rooftop. Show the Kabukicho entertainment district from a high top-down bird’s-eye viewpoint. The distant city contains densely packed buildings, narrow streets, large intersections, entertainment venues, restaurants, arcades and nightlife establishments. The entire district is depicted with extremely vivid colors, exceptionally high detail and brilliant clarity. Countless multicolored neon lights glow mysteriously throughout the city. Neon illumination covers building façades, rooftops, entrances, windows and street corners, creating an alluring, uncanny and spectacular nighttime atmosphere. The different neon colors remain clearly separated and richly saturated. Large buildings and prominent neon structures remain mainly near the outer edges of the center panel. Keep the middle of the center panel as a broad, open and unobstructed flight corridor. Use layered architecture, diminishing scale, subtle nighttime haze, atmospheric neon glow and slight distance blur to create immense city depth. Preserve sharp architectural detail in the foreground and middle distance while the farthest buildings gradually soften. All city details remain far below the jet. All signs, billboards and illuminated panels use abstract geometric patterns and decorative light shapes only. No readable words, letters, numbers, Japanese characters, logos or brand names appear in the center panel. The jet casts no contact shadow and never touches the streets, buildings, rooftops, signs or intersections. No other aircraft, vehicles, characters, enemies or overlays. Place the single player jet at the exact horizontal center near the bottom, around 82% of the center panel’s height from the top. Preserve a large amount of visible Kabukicho scenery above and around it. Keep the jet clearly visible at 8% to 10% of the center-panel height. The game has not started. No firing, missiles, bullets, lasers, visible exhaust, engine trails, explosions, enemies or collectible items. The Kabukicho nightlife background extends continuously from top to bottom and divider to divider. No inner border, decorative frame, cockpit frame, surrounding machinery or blank margins. RIGHT PANEL: exactly one human anime character, The character is Tsukuyo from the anime *Gintama*. Small upper-body portrait fully contained inside the narrow panel. Show the entire head, hair, shoulders, arms and upper torso with comfortable margins. Nothing crosses the divider. Different character-specific background. Both side characters remain entirely inside their panels and never overlap the center panel. Balanced triptych composition, polished 1990s Japanese arcade anime aesthetic.
Mode
ultra
Size
1472 x 832
Negative
oversized player jet, large player jet, close-up jet, foreground jet, jet filling gameplay area, microscopic jet, barely visible jet, extremely tiny aircraft, multiple aircraft, duplicate aircraft, propeller aircraft, propeller, vintage airplane, reversed orientation, backward-facing aircraft, downward-pointing aircraft, nose toward bottom edge, cockpit toward bottom, tail toward top edge, tail fins at top, rear engines at top, sideways aircraft, tilted aircraft, equal-width panels, narrow center panel, wide side panels, oversized side characters, character crossing divider, cropped head, cropped arms, multiple people in one side panel, center character, text, letters, numbers, logo, score, 1P, HUD, UI, icons, gauges, inner frame, weapon effects, bullets, missiles, lasers, explosions, enemies, items, landed aircraft, aircraft touching cave floor, contact shadow, blocked flight path, close-up ground, flat background, shallow depth
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