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PixAI iOS版 App Storeでの一時配信停止について — PixAIをご利用の皆さまへ 現在、PixAI iOSアプリはApp Storeでの検索およびダウンロードができない状態となっております。早期の配信再開に向けて、Appleと協議を進めております。ご不便をおかけし、誠に申し訳ございません。…

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AI artwork
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Roger Albertsen

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empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
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オリジナルプロンプト
An environment plate for a cyberpunk graphic novel, dark manga ink-noir anime aesthetic, 16:9 widescreen format. An empty computer terminal interface display with no characters, no people, and no figures. A high-tech, bootlegged tactical blueprint navigation terminal displaying a schematic layout of the player's secret underground sewer base. The screen displays a glowing neon top-down isometric architectural map grid of the player's hideout structure. Flashing amber-orange vector icons and node wireframes mark different unlocked rooms connected by data conduits: the server terminal room, the generator room, the storage vaults, and defensive sectors. The map geometry is framed by glowing circuit traces, diagnostics graphs, digital readouts, and tactical labeling text written in a sharp, monochromatic retro-terminal style. High-contrast chiaroscuro lighting with the main display casting a crisp, sharp amber glow onto heavy matte-black structural metal casing and dense cross-hatched shadows around the terminal borders. Masterpiece user interface layout design, crisp clean edges, highly readable sub-menu map for tracking base facility upgrades.
モード
flash
縦横比
1888 x 1056
プロンプト自動変換

利用したモデルとLoRA

ほかの類似作品

続きを読む
AI artwork
ra
empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
Roger Albertsen
AI artwork
ra
empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
Roger Albertsen
AI artwork
ra
empty computer terminal interface, no people, no characters, no figures, no silhouettes, zero humans, environment plate, computer terminal, tactical blueprint navigation terminal, schematic map display, underground sewer base, top-down isometric map, isometric grid, architectural blueprint grid, neon map lines, glowing amber-orange vector icons, node wireframes, room markers, unlocked rooms, data conduits connecting rooms, server terminal room marker, generator room marker, storage vault marker, defensive sector marker, glowing circuit traces, diagnostics graphs, digital readouts, retro-terminal tactical labels, monochromatic terminal text, sub-menu map, facility upgrade tracking, matte-black structural metal casing, high-contrast chiaroscuro, amber screen glow, cross-hatched shadows, ink-noir, dark manga aesthetic, cyberpunk, 16:9, wide shot, straight-on view, screen fills most of frame, interface design, crisp clean edges A straight-on, slightly high view of a single bootlegged tactical terminal standing alone in complete darkness, its screen filling most of the 16:9 frame, the heavy matte-black structural casing running as a hard bevelled border across the bottom and both sides, every bolt and seam of it rendered in dense black cross-hatching. The screen itself is the only light: a deep near-black field on which a glowing neon top-down isometric architectural map grid lies at a three-quarter tilt, thin bright lines of the sewer hideout's corridors stepping down into a cutaway lower level, rooms drawn as vector-icon node wireframes — the server terminal room at the map's upper left marked by a rack-glyph inside a square frame, the generator room at the lower right by a coil-and-bolt glyph inside a hexagon, the storage vaults as a row of three crate-glyphs along the left wall, the defensive sectors as a chain of shield-and-turret glyphs sealing the eastern approach — all four types glowing amber-orange, several of them with their outlines mid-flicker between full brightness and a dimmer pulse. Data conduits run as bright dotted traces from node to node, converging on a central junction where the player's own position sits as an unlabeled diamond. A frame of glowing circuit traces, thin right-angled paths with solder-point dots, borders the map on all four sides; the upper right corner holds a diagnostics graph, three stacked amber line-graphs climbing jaggedly across their grid, and beneath it a column of digital readouts in seven-segment figures; thin bar meters and a small radar sweep sit along the lower edge. The tactical labeling is monochromatic amber-on-black retro-terminal type: a large header across the top reads "SEWER BASE // TACTICAL NAV", and beneath the map a sub-menu strip carries four crisp readable labels in evenly spaced capitals, each paired with its icon — "SERVER TERMINAL ROOM", "GENERATOR ROOM", "STORAGE VAULTS", "DEFENSIVE SECTORS" — with fine diagonal hatch marks and tiny illegible serial numbers filling the gutters between panels. The amber light is the sole source in the image: it spills onto the casing's inner lip and the upper bevel, dims sharply down the outer edges, and throws long hard-edged shadow wedges into the black beyond the terminal, where the cross-hatching deepens until the darkness is absolute; the casing's matte surface picks up a soft warm bounce along its top edge while its sides stay near-black. Palette restricted to near-black, amber-orange and a thin cold grey in the screen's unlit grid, with no other hue admitted. Crisp, quietly ominous interface dread.
Roger Albertsen

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