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LoRA資料14 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。 顔の作りが細かいと、どうしても限界があります。 ※キャラには、キャラLoRAを使用しています。 LoRA Resource 14: Open-World Game Style (tsubaki3) Please check the LoRA description section for details. There are inevitable limitations when dealing with highly detailed facial features. *A character-specific LoRA was used for the character. (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: small woman_elf_dark_brown_skin_short_hair_golden_oriental_hair_ornaments_magenta_black_gold_asymmetrical_fantasy_armor_purple_fingerless_gloves_two_separate_long_magenta_back_cloth_panels_magenta_leggings_single_black_gold_thigh_guard_and_clawed_armored_boots. ACTION: The character is walking through a mysterious fantasy cave at a natural, unhurried pace. Capture her mid-step, with one boot planted on the cave floor and the other moving forward. Her arms move subtly with her stride, and her two separate back cloth panels sway gently. Keep her head and torso oriented in the same direction. Show her complete body at the established gameplay scale. Render this character as an integral part of the same 3D game world as the surrounding environment. Match the character's light direction, light color, shadow softness, atmospheric haze, contrast, and level of detail to the immediate surroundings. Her boots interact naturally with the uneven cave floor, with a contact shadow beneath the supporting foot and subtle reflected light from the surrounding rock and cave glow. Give the face, fabric, armor, and hair natural volume through soft shading and ambient occlusion. Keep the face readable at gameplay distance without making it brighter, sharper, or more saturated than the surrounding scene. Preserve the specified dark brown skin, short hair, asymmetrical armor, two separate back cloth panels, single thigh guard, and sword at the waist. FIELD: A vast, mysterious fantasy cave that feels like a traversable area of an open-world RPG. The character walks across a broad, uneven stone floor beneath a high cavern ceiling. Layered rock formations, stalactites, and softly glowing crystals extend into the distance. Gentle shafts of light enter through openings high above, creating depth without obscuring the character. Show connected, explorable cave spaces beyond the foreground. Keep the ground around her feet clearly visible. WIDE GAMEPLAY COMPOSITION: The expansive playable cave environment dominates the image. Show the player character as a moderately small figure within that environment, at the scale of a normal playable unit seen from a pulled-back third-person game camera. Place the character on the middle-ground terrain, with substantial visible cave surroundings on both sides and above the head. Show the complete body and keep the face and outfit recognizable at gameplay distance. 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 cave passages, terrain contours, and a small player-position marker. The map must show actual 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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PixAI Tsubaki.3 Creation Contest Now Open#Tsubaki.3
#The Legend of Zelda#Final Fantasy XIV#Elezen#The Legend of Zelda: Breath of the Wild#Genshin Impact
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""", , 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: small woman_elf_dark_brown_skin_short_hair_golden_oriental_hair_ornaments_magenta_black_gold_asymmetrical_fantasy_armor_purple_fingerless_gloves_two_separate_long_magenta_back_cloth_panels_magenta_leggings_single_black_gold_thigh_guard_and_clawed_armored_boots. ACTION: The character is walking through a mysterious fantasy cave at a natural, unhurried pace. Capture her mid-step, with one boot planted on the cave floor and the other moving forward. Her arms move subtly with her stride, and her two separate back cloth panels sway gently. Keep her head and torso oriented in the same direction. Show her complete body at the established gameplay scale. Render this character as an integral part of the same 3D game world as the surrounding environment. Match the character's light direction, light color, shadow softness, atmospheric haze, contrast, and level of detail to the immediate surroundings. Her boots interact naturally with the uneven cave floor, with a contact shadow beneath the supporting foot and subtle reflected light from the surrounding rock and cave glow. Give the face, fabric, armor, and hair natural volume through soft shading and ambient occlusion. Keep the face readable at gameplay distance without making it brighter, sharper, or more saturated than the surrounding scene. Preserve the specified dark brown skin, short hair, asymmetrical armor, two separate back cloth panels, single thigh guard, and sword at the waist. FIELD: A vast, mysterious fantasy cave that feels like a traversable area of an open-world RPG. The character walks across a broad, uneven stone floor beneath a high cavern ceiling. Layered rock formations, stalactites, and softly glowing crystals extend into the distance. Gentle shafts of light enter through openings high above, creating depth without obscuring the character. Show connected, explorable cave spaces beyond the foreground. Keep the ground around her feet clearly visible. WIDE GAMEPLAY COMPOSITION: The expansive playable cave environment dominates the image. Show the player character as a moderately small figure within that environment, at the scale of a normal playable unit seen from a pulled-back third-person game camera. Place the character on the middle-ground terrain, with substantial visible cave surroundings on both sides and above the head. Show the complete body and keep the face and outfit recognizable at gameplay distance. 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 cave passages, terrain contours, and a small player-position marker. The map must show actual 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: small woman_elf_dark_brown_skin_short_hair_golden_oriental_hair_ornaments_magenta_black_gold_asymmetrical_fantasy_armor_purple_fingerless_gloves_two_separate_long_magenta_back_cloth_panels_magenta_leggings_single_black_gold_thigh_guard_and_clawed_armored_boots. ACTION: The character is walking through a mysterious fantasy cave at a natural, unhurried pace. Capture her mid-step, with one boot planted on the cave floor and the other moving forward. Her arms move subtly with her stride, and her two separate back cloth panels sway gently. Keep her head and torso oriented in the same direction. Show her complete body at the established gameplay scale. Render this character as an integral part of the same 3D game world as the surrounding environment. Match the character's light direction, light color, shadow softness, atmospheric haze, contrast, and level of detail to the immediate surroundings. Her boots interact naturally with the uneven cave floor, with a contact shadow beneath the supporting foot and subtle reflected light from the surrounding rock and cave glow. Give the face, fabric, armor, and hair natural volume through soft shading and ambient occlusion. Keep the face readable at gameplay distance without making it brighter, sharper, or more saturated than the surrounding scene. Preserve the specified dark brown skin, short hair, asymmetrical armor, two separate back cloth panels, single thigh guard, and sword at the waist. FIELD: A vast, mysterious fantasy cave that feels like a traversable area of an open-world RPG. The character walks across a broad, uneven stone floor beneath a high cavern ceiling. Layered rock formations, stalactites, and softly glowing crystals extend into the distance. Gentle shafts of light enter through openings high above, creating depth without obscuring the character. Show connected, explorable cave spaces beyond the foreground. Keep the ground around her feet clearly visible. WIDE GAMEPLAY COMPOSITION: The expansive playable cave environment dominates the image. Show the player character as a moderately small figure within that environment, at the scale of a normal playable unit seen from a pulled-back third-person game camera. Place the character on the middle-ground terrain, with substantial visible cave surroundings on both sides and above the head. Show the complete body and keep the face and outfit recognizable at gameplay distance. 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 cave passages, terrain contours, and a small player-position marker. The map must show actual 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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