スカイダイビング
オードリーにしようかとも思ったのですが、キャラLoRAを試したく。キャラとってもいい感じです♪ このあと、うごイラも投稿するのですが、戦士にならないことを願います。 Skydiving I considered going with Audrey, but I wanted to try out a character LoRA. I'll be posting an animated illustration next, and I just hope it doesn't turn into a "warrior" situation.
Contest Entry
PixAI Tsubaki.3 Creation Contest Now Open#Tsubaki.3
ดูพารามิเตอร์
- พรอมต์ต้นฉบับ
- nanamu_3d_openworld_rpg_style, expansive explorable world, varied elevations, grounded full-body character proportions, natural character scale, coherent depth and perspective, dimensional daylight, consistent rpg hud. CHARACTER: Exactly one amate yuzuriha, gundam, gundam gquuuuuux, red hair, short hair, hair between eyes, multicolored eyes, multicolored hair, aqua eyes, masterpiece skydiving high above the landscape. She wears practical skydiving clothing, a secure parachute harness and pack, and suitable footwear. Keep her appearance consistent throughout the image. No weapons or additional characters. ACTION: The woman is in freefall before deploying her parachute. Show a natural, stable skydiving posture: her body is nearly horizontal, facing the ground, with arms and legs spread to control her descent. The parachute remains packed on her back; no open canopy or suspension lines are visible. Her clothing and hair respond naturally to the airflow. Render her as an integral part of the same dimensional 3D game world as the landscape below. Match the direction of sunlight, atmospheric haze, contrast, and level of detail across the character, clouds, mountains, and ground. Give her face, clothing, harness, and limbs natural volume. Show her complete body at the established moderately small gameplay scale. FIELD: A beautiful clear blue daytime sky above a vast open-world landscape. A long range of snow-capped Alpine mountains stretches across the distant horizon. A broad sea of clouds lies below the skydiver, with large openings that reveal the land beneath. Through the cloud openings, show a regional city, orderly rice paddies, one railway with a small train traveling along its tracks, and a wide river winding across the terrain. These features are far below the skydiver and remain appropriately small at this altitude, but their distinct shapes are recognizable. Use atmospheric perspective to show the great height and the distance between the skydiver, clouds, ground, and mountains. WIDE GAMEPLAY COMPOSITION: Use a wide, pulled-back third-person gameplay camera positioned slightly above and behind the skydiver, looking downward toward the landscape. Keep her complete body and parachute pack inside the frame. Place her as a moderately small playable character, surrounded by ample sky and clouds. Frame a clear opening in the cloud sea beneath her so the city, rice paddies, railway and train, and river can be identified. Keep the Alpine mountains visible along the far horizon. The landscape dominates the image; the character does not fill 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 showing readable terrain below, including the river, railway, fields, and a small player-position marker. The map must not be an empty 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.
- โหมด
- ultra
- แท็กคุณภาพ
- verbatim text, ﹝พรอมต์﹞
- ขนาด
- 1632 x 912
- ไม่ต้องการ
- lowres, worst quality, low quality, bad anatomy, explicit
คอมเมนต์1