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LoRA資料2 オープンワールドゲームスタイル(tsubaki3)

詳細はLoRA説明欄にて、ご確認ください。 LoRA Resource 2: Open-World Game Style (tsubaki3) Please check the LoRA description section for details. (オリジナルプロンプト)(original prompt) nanamu_3d_openworld_rpg_style, expansive traversable terrain, varied elevations, grounded full-body character, natural character scale, coherent depth and perspective, varied gameplay camera angles, dimensional lighting, consistent rpg hud. CHARACTER: Exactly one girl: Riko from Made in Abyss. Preserve her recognizable face, glasses, and explorer appearance. She wears practical explorer's gear, sturdy walking boots, and a backpack suited to a mountain expedition. Keep her body proportions and equipment consistent with the character. ACTION: Riko slowly and carefully climbs an uphill forest trail during the daytime. Capture her mid-step as she places one boot on a higher patch of ground between exposed roots and rocks, while the other boot supports her weight farther down the slope. She leans slightly forward with the climb and looks toward the uneven trail ahead. Show part of her face from a front three-quarter gameplay view, with her head and torso naturally aligned. Keep her complete body, backpack, and both boots visible at the established gameplay scale. Render Riko as an integral part of the same 3D game world as the mountain forest. Match her lighting and shadows to the faint sunlight filtering through the tall trees. Her boots make believable contact with the sloping dirt, exposed roots, and stones. Give her face, clothing, glasses, and backpack natural volume through soft shading and ambient occlusion. Keep her expression readable at gameplay distance without enlarging her head or moving the camera closer. FIELD: A steep, minimally maintained mountain trail in a dense forest of exceptionally tall hinoki cypress trees. The dirt path climbs continuously uphill, with exposed tree roots and natural rocks across its surface. Thick sasa bamboo grass and ferns cover the forest floor on both sides. Only a few narrow shafts of sunlight reach the trail through gaps high in the canopy. Through a separate opening between the trees on the downhill side, a distant lake is visible far below. Show the trail, the lower valley, and the lake with coherent depth and elevation, as part of an explorable open-world RPG environment. WIDE GAMEPLAY COMPOSITION: The tall forest and ascending trail dominate the image. Show Riko as a moderately small playable character on the middle-ground slope, seen from a pulled-back third-person gameplay camera positioned slightly uphill and to her front. Make the trail's upward incline clear through the relative height of its rocks, roots, and continuing route. Show her complete body and keep her face and explorer's gear recognizable. Leave enough forest visible on both sides and above her to convey the height of the hinoki trees. Keep a clear sightline through the trees toward the distant lake below. Plants, roots, and rocks must not conceal her face or body. The character must not dominate the frame. FIXED GAMEPLAY HUD LAYOUT: Keep all interface elements anchored to the same screen positions in every image, regardless of camera angle or character position. Upper left: Display only two slim horizontal status bars of different colors, with no other elements visible. Upper right: one circular minimap containing clearly visible forest terrain contours, the winding uphill trail, and a small player-position marker. The map must show readable geography, not an empty or nearly blank circle. Lower right: exactly three equal-sized black diamond skill icons in one straight horizontal row, evenly spaced, with no other elements visible. Keep the lower left and lower center free of interface elements. No extra skill icons, floating buttons, second icon row, duplicated HUD, or character portrait.

Contest Entry
PixAI Tsubaki.3 Creation Contest Now Open#Tsubaki.3
#Video Game#Girl#Riko
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character: riko_(made_in_abyss), exactly_one, copyright: made_in_abyss nanamu_3d_openworld_rpg_style, expansive traversable terrain, varied elevations, grounded full-body character, natural character scale, coherent depth and perspective, varied gameplay camera angles, dimensional lighting, nanamu_3d_openworld_rpg_style, expansive traversable terrain, varied elevations, grounded full-body character, natural character scale, coherent depth and perspective, varied gameplay camera angles, dimensional lighting, consistent rpg hud. CHARACTER: Exactly one girl: Riko from Made in Abyss. Preserve her recognizable face, glasses, and explorer appearance. She wears practical explorer's gear, sturdy walking boots, and a backpack suited to a mountain expedition. Keep her body proportions and equipment consistent with the character. ACTION: Riko slowly and carefully climbs an uphill forest trail during the daytime. Capture her mid-step as she places one boot on a higher patch of ground between exposed roots and rocks, while the other boot supports her weight farther down the slope. She leans slightly forward with the climb and looks toward the uneven trail ahead. Show part of her face from a front three-quarter gameplay view, with her head and torso naturally aligned. Keep her complete body, backpack, and both boots visible at the established gameplay scale. Render Riko as an integral part of the same 3D game world as the mountain forest. Match her lighting and shadows to the faint sunlight filtering through the tall trees. Her boots make believable contact with the sloping dirt, exposed roots, and stones. Give her face, clothing, glasses, and backpack natural volume through soft shading and ambient occlusion. Keep her expression readable at gameplay distance without enlarging her head or moving the camera closer. FIELD: A steep, minimally maintained mountain trail in a dense forest of exceptionally tall hinoki cypress trees. The dirt path climbs continuously uphill, with exposed tree roots and natural rocks across its surface. Thick sasa bamboo grass and ferns cover the forest floor on both sides. Only a few narrow shafts of sunlight reach the trail through gaps high in the canopy. Through a separate opening between the trees on the downhill side, a distant lake is visible far below. Show the trail, the lower valley, and the lake with coherent depth and elevation, as part of an explorable open-world RPG environment. WIDE GAMEPLAY COMPOSITION: The tall forest and ascending trail dominate the image. Show Riko as a moderately small playable character on the middle-ground slope, seen from a pulled-back third-person gameplay camera positioned slightly uphill and to her front. Make the trail's upward incline clear through the relative height of its rocks, roots, and continuing route. Show her complete body and keep her face and explorer's gear recognizable. Leave enough forest visible on both sides and above her to convey the height of the hinoki trees. Keep a clear sightline through the trees toward the distant lake below. Plants, roots, and rocks must not conceal her face or body. The character must not dominate the frame. FIXED GAMEPLAY HUD LAYOUT: Keep all interface elements anchored to the same screen positions in every image, regardless of camera angle or character position. Upper left: Display only two slim horizontal status bars of different colors, with no other elements visible. Upper right: one circular minimap containing clearly visible forest terrain contours, the winding uphill trail, and a small player-position marker. The map must show readable geography, not an empty or nearly blank circle. Lower right: exactly three equal-sized black diamond skill icons in one straight horizontal row, evenly spaced, with no other elements visible. Keep the lower left and lower center free of interface elements. No extra skill icons, floating buttons, second icon row, duplicated HUD, or character portrait.
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Original Prompt
nanamu_3d_openworld_rpg_style, expansive traversable terrain, varied elevations, grounded full-body character, natural character scale, coherent depth and perspective, varied gameplay camera angles, dimensional lighting, consistent rpg hud. CHARACTER: Exactly one girl: Riko from Made in Abyss. Preserve her recognizable face, glasses, and explorer appearance. She wears practical explorer's gear, sturdy walking boots, and a backpack suited to a mountain expedition. Keep her body proportions and equipment consistent with the character. ACTION: Riko slowly and carefully climbs an uphill forest trail during the daytime. Capture her mid-step as she places one boot on a higher patch of ground between exposed roots and rocks, while the other boot supports her weight farther down the slope. She leans slightly forward with the climb and looks toward the uneven trail ahead. Show part of her face from a front three-quarter gameplay view, with her head and torso naturally aligned. Keep her complete body, backpack, and both boots visible at the established gameplay scale. Render Riko as an integral part of the same 3D game world as the mountain forest. Match her lighting and shadows to the faint sunlight filtering through the tall trees. Her boots make believable contact with the sloping dirt, exposed roots, and stones. Give her face, clothing, glasses, and backpack natural volume through soft shading and ambient occlusion. Keep her expression readable at gameplay distance without enlarging her head or moving the camera closer. FIELD: A steep, minimally maintained mountain trail in a dense forest of exceptionally tall hinoki cypress trees. The dirt path climbs continuously uphill, with exposed tree roots and natural rocks across its surface. Thick sasa bamboo grass and ferns cover the forest floor on both sides. Only a few narrow shafts of sunlight reach the trail through gaps high in the canopy. Through a separate opening between the trees on the downhill side, a distant lake is visible far below. Show the trail, the lower valley, and the lake with coherent depth and elevation, as part of an explorable open-world RPG environment. WIDE GAMEPLAY COMPOSITION: The tall forest and ascending trail dominate the image. Show Riko as a moderately small playable character on the middle-ground slope, seen from a pulled-back third-person gameplay camera positioned slightly uphill and to her front. Make the trail's upward incline clear through the relative height of its rocks, roots, and continuing route. Show her complete body and keep her face and explorer's gear recognizable. Leave enough forest visible on both sides and above her to convey the height of the hinoki trees. Keep a clear sightline through the trees toward the distant lake below. Plants, roots, and rocks must not conceal her face or body. The character must not dominate the frame. FIXED GAMEPLAY HUD LAYOUT: Keep all interface elements anchored to the same screen positions in every image, regardless of camera angle or character position. Upper left: Display only two slim horizontal status bars of different colors, with no other elements visible. Upper right: one circular minimap containing clearly visible forest terrain contours, the winding uphill trail, and a small player-position marker. The map must show readable geography, not an empty or nearly blank circle. Lower right: exactly three equal-sized black diamond skill icons in one straight horizontal row, evenly spaced, with no other elements visible. Keep the lower left and lower center free of interface elements. No extra skill icons, floating buttons, second icon row, duplicated HUD, or character portrait.
Mode
ultra
Quality Tag
verbatim text, ﹝Prompts﹞
Size
1632 x 912
Negative
lowres, worst quality, low quality, bad anatomy, explicit

Model & LoRA used

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