LoRA資料15 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。 14の続きです。顔の作りが細かいと、どうしても限界があります。 そのためキャラLoRAにスタイルLoRAを1つ適用させました。 キャラの雰囲気は変わりますが、顔がハッキリとしていることがわかります。シンプルでフラットな感じなものは、顔の視認性も特に良いようです。 LoRA Resource 15: Open-World Game Style (tsubaki3) Please check the LoRA description section for details. This is a follow-up to No. 14. There are inevitably limits when dealing with highly detailed facial features. To address this, I applied a style LoRA alongside the character LoRA. While the character's overall vibe changes, the facial features remain distinct. Styles with a simple, flat aesthetic seem to offer particularly good facial visibility. (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.digital anime style, flat shading, black outlines, crisp lineart, ultra-detailed, chibi style, full body. 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.

참가 작품
PixAI Tsubaki.3 창작 콘테스트 오픈
#파이널 판타지 XIV#엘레젠#비디오 게임#소녀
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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.digital anime style, flat shading, black outlines, crisp lineart, ultra-detailed, chibi style, full body. 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.
매개변수 표시
원본 프롬프트
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.digital anime style, flat shading, black outlines, crisp lineart, ultra-detailed, chibi style, full body. 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.
모드
ultra
품질 태그
verbatim text, ﹝프롬프트﹞
크기
1632 x 912
제외 조건
lowres, worst quality, low quality, bad anatomy, explicit

모델 및 LoRA 사용

비공개 모델 사용: 1개