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View detailsLoRA資料19 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 19: Open-World Game Style (tsubaki3) Please check the LoRA description section for details.
Contest Entry
PixAI Tsubaki.3 Creation Contest Now Open#Tsubaki.3
Show Parameters
- Original Prompt
- nanamu_3d_openworld_rpg_style, coherent depth and perspective, grounded full-body character, natural character scale, varied gameplay camera angles, dimensional lighting, consistent rpg hud. CHARACTER: Exactly one girl: Anna from Fire Emblem. Preserve her recognizable appearance and merchant-like outfit. Show her as the only person inside the shop. ACTION: Anna walks slowly through the alchemy shop, examining the goods on shelves attached to the wooden walls. Capture her mid-step, with one foot planted on the old floorboards and her head turned toward a nearby shelf. Her hands rest naturally at her sides; she does not pick up an item. Show her face partly toward the gameplay camera, so her curious expression remains visible. Keep her complete body at the established gameplay scale. Render Anna as an integral part of the same 3D game world as the shop. A single strange orange lamp hanging from the ceiling is the room's only source of illumination. Its light falls softly on Anna, the shelves, and the floor, leaving the corners dim. Match her shadows and the subtle reflections on nearby objects to that one lamp. Give her face, clothing, hair, and equipment natural volume through soft shading. Keep her expression readable at gameplay distance without making the entire basement bright. FIELD: An old alchemy shop in a basement built from aged wood. The room has worn floorboards, rough wooden walls, a low ceiling, and wall-mounted shelves filled with distinct goods. Display a silver balance scale; one bottle containing green liquid potion; medicinal herbs in a brown leather pouch; a clear sealed bottle containing red particles with flame-like shapes; a tiger pelt; black pepper in a separate leather pouch; a white spellbook; an unlit golden magic lamp; a white ceramic mortar and pestle; and an ammunition case. On the walls, display an ancient map drawn on weathered paper and a separate diagram of a magical formula. One rifle leans against a wall, away from Anna. Arrange the goods so their shapes and materials can be distinguished. The red particles remain contained inside their bottle. The ceiling's single orange lamp provides the only room illumination; the golden lamp and all merchandise remain unlit. WIDE GAMEPLAY COMPOSITION: Show the basement shop as a navigable interior from a pulled-back third-person gameplay camera slightly to Anna's front and side. Keep Anna moderately small within the room, with her entire body and face visible. Show the ceiling lamp, the shelves she is examining, the two wall documents, and the rifle within the same coherent space. Leave a clear aisle and visible floor around her feet. The shelves and merchandise must not conceal Anna's face or body. Keep the subdued atmosphere of a dim basement. 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 a clearly visible layout of the basement shop, its aisles and entrance, with a small player-position marker. The map must show a readable interior layout, 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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