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AI art "LoRA資料3 オープンワールドゲームスタイル(tsubaki3)" featuring #Video Game, #Girl and #Tsubaki.3
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LoRA資料3 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。 キャラの顔比較です。まずは他のスタイルLoRAを併用していないケースです。 LoRA Resource 3: Open-World Game Style (tsubaki3) Please check the LoRA description section for details. Here is a comparison of the character's face. First, we look at the case where no other style LoRAs are used in conjunction. (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 18-year-old woman with light-blue mullet hair. She wears a turquoise ao dai with its long tunic panels and matching trousers, and turquoise sneakers. Preserve the shape and movement of the ao dai while she is seated. ACTION: The woman sits comfortably on one small outdoor chair placed on an old wooden dock. She holds one wooden fishing rod with both hands and enjoys fishing quietly. A single fishing line extends continuously from the rod tip down into the lake water. Her posture is relaxed, and she watches the water with a calm, content expression. Show her face from a gentle front three-quarter gameplay view. Keep her complete seated figure, both hands, fishing rod, line, and sneakers visible at the established gameplay camera distance. Beside her on the dock are exactly one stainless-steel bucket, one clear glass bottle containing tea, one cooler box, and one green backpack. Arrange these objects separately so each can be identified. Keep them close to her without covering her body or blocking the fishing line. Render the woman, chair, and belongings as integral parts of the same 3D game world as the dock and lake. Soft early-morning light passes through the fog and gently illuminates her face, ao dai, hands, and nearby objects. Give the fabric, wood, steel bucket, glass bottle, and lake surface natural volume and material detail. Show believable contact between her body and chair, her sneakers and the dock, and the fishing line and water. FIELD: A beautiful forest lake at early dawn, covered in deep, atmospheric fog. An old wooden dock extends from the shore into the still water. Nearby trees and the edge of the dock remain visible, while the far shore and distant forest fade heavily into the mist. The fog limits visibility and softens reflections on the lake. Keep the area immediately around the woman clear enough to distinguish her face, fishing equipment, and belongings. Show a continuous, explorable lakeshore environment beyond the dock. WIDE GAMEPLAY COMPOSITION: The misty lake and surrounding forest dominate the image. Show the woman and her small chair as a moderately small seated figure on the middle-ground dock, seen from a pulled-back third-person gameplay camera slightly to her front and side. Include her complete seated pose, the entire fishing rod, the line entering the lake, and all four belongings. Leave substantial water and foggy forest visible around her. Keep the near scene readable while the distant landscape remains obscured by deep fog. 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 lakeshore contours, the wooden dock, nearby forest terrain, 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
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character: exactly_one_18-year-old_woman_with_light-blue_mullet_hair 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 18-year-old woman with light-blue mullet hair. She wears a turquoise ao dai with its long tunic panels and matching trousers, and turquoise sneakers. Preserve the shape and movement of the ao dai while she is seated. ACTION: The woman sits comfortably on one small outdoor chair placed on an old wooden dock. She holds one wooden fishing rod with both hands and enjoys fishing quietly. A single fishing line extends continuously from the rod tip down into the lake water. Her posture is relaxed, and she watches the water with a calm, content expression. Show her face from a gentle front three-quarter gameplay view. Keep her complete seated figure, both hands, fishing rod, line, and sneakers visible at the established gameplay camera distance. Beside her on the dock are exactly one stainless-steel bucket, one clear glass bottle containing tea, one cooler box, and one green backpack. Arrange these objects separately so each can be identified. Keep them close to her without covering her body or blocking the fishing line. Render the woman, chair, and belongings as integral parts of the same 3D game world as the dock and lake. Soft early-morning light passes through the fog and gently illuminates her face, ao dai, hands, and nearby objects. Give the fabric, wood, steel bucket, glass bottle, and lake surface natural volume and material detail. Show believable contact between her body and chair, her sneakers and the dock, and the fishing line and water. FIELD: A beautiful forest lake at early dawn, covered in deep, atmospheric fog. An old wooden dock extends from the shore into the still water. Nearby trees and the edge of the dock remain visible, while the far shore and distant forest fade heavily into the mist. The fog limits visibility and softens reflections on the lake. Keep the area immediately around the woman clear enough to distinguish her face, fishing equipment, and belongings. Show a continuous, explorable lakeshore environment beyond the dock. WIDE GAMEPLAY COMPOSITION: The misty lake and surrounding forest dominate the image. Show the woman and her small chair as a moderately small seated figure on the middle-ground dock, seen from a pulled-back third-person gameplay camera slightly to her front and side. Include her complete seated pose, the entire fishing rod, the line entering the lake, and all four belongings. Leave substantial water and foggy forest visible around her. Keep the near scene readable while the distant landscape remains obscured by deep fog. 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 lakeshore contours, the wooden dock, nearby forest terrain, 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.
Show Parameters
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 18-year-old woman with light-blue mullet hair. She wears a turquoise ao dai with its long tunic panels and matching trousers, and turquoise sneakers. Preserve the shape and movement of the ao dai while she is seated. ACTION: The woman sits comfortably on one small outdoor chair placed on an old wooden dock. She holds one wooden fishing rod with both hands and enjoys fishing quietly. A single fishing line extends continuously from the rod tip down into the lake water. Her posture is relaxed, and she watches the water with a calm, content expression. Show her face from a gentle front three-quarter gameplay view. Keep her complete seated figure, both hands, fishing rod, line, and sneakers visible at the established gameplay camera distance. Beside her on the dock are exactly one stainless-steel bucket, one clear glass bottle containing tea, one cooler box, and one green backpack. Arrange these objects separately so each can be identified. Keep them close to her without covering her body or blocking the fishing line. Render the woman, chair, and belongings as integral parts of the same 3D game world as the dock and lake. Soft early-morning light passes through the fog and gently illuminates her face, ao dai, hands, and nearby objects. Give the fabric, wood, steel bucket, glass bottle, and lake surface natural volume and material detail. Show believable contact between her body and chair, her sneakers and the dock, and the fishing line and water. FIELD: A beautiful forest lake at early dawn, covered in deep, atmospheric fog. An old wooden dock extends from the shore into the still water. Nearby trees and the edge of the dock remain visible, while the far shore and distant forest fade heavily into the mist. The fog limits visibility and softens reflections on the lake. Keep the area immediately around the woman clear enough to distinguish her face, fishing equipment, and belongings. Show a continuous, explorable lakeshore environment beyond the dock. WIDE GAMEPLAY COMPOSITION: The misty lake and surrounding forest dominate the image. Show the woman and her small chair as a moderately small seated figure on the middle-ground dock, seen from a pulled-back third-person gameplay camera slightly to her front and side. Include her complete seated pose, the entire fishing rod, the line entering the lake, and all four belongings. Leave substantial water and foggy forest visible around her. Keep the near scene readable while the distant landscape remains obscured by deep fog. 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 lakeshore contours, the wooden dock, nearby forest terrain, 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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