你拥有一件珍贵的火器,并正在展示它。

Unknown · @Pupperfishpat · Mon Aug 03

在画廊中打开

分享链接 · https://openimages.ajiang.me/p/2084074445082108046/

你拥有一件珍贵的火器,并正在展示它。 很抱歉 Specialization(专精)这项内容比较模糊。你可以填入武器类型,或填入你在小队中适合担任的角色。留空也仍然能得到一些不错的…
你拥有一件珍贵的火器,并正在展示它。 很抱歉 Specialization(专精)这项内容比较模糊。你可以填入武器类型,或填入你在小队中适合担任的角色。留空也仍然能得到一些不错的…
你拥有一件珍贵的火器,并正在展示它。 很抱歉 Specialization(专精)这项内容比较模糊。你可以填入武器类型,或填入你在小队中适合担任的角色。留空也仍然能得到一些不错的…
你拥有一件珍贵的火器,并正在展示它。 很抱歉 Specialization(专精)这项内容比较模糊。你可以填入武器类型,或填入你在小队中适合担任的角色。留空也仍然能得到一些不错的…
color_palette · warm-tonescomposition · centeredcomposition · high-anglelighting · rim-lightsubject_type · productsubject_type · still-life

提示词(原文,逐字保留)

You have a prized firearm and are showcasing it. I apologize for the Specialization being vague. You can enter the weapon type or the role you would fit within a squad. Leaving it blank still gets some neat results. As always, feel free to edit this as you see fit, and please have fun! The Prize From the Armory [Prompt Starts Here] Masterpiece-quality | 16:9 Aspect Ratio Image1 = primary character reference Specialization = [] ALL OF THE FOLLOWING IS LAW, IT IS NOT A SUGGESTION - Render finish is absolute: ultra-clean, polished digital rendering with smooth, continuous tonal transitions, clean airbrushed gradients, broad soft value transitions, refined natural texture only, and a high-fidelity cinematic finish. Hard exclusions: no stippling, no pointillism, no speckling, no dot pattern, no halftone, no dither, no film grain, no artificial micro-noise, no painterly texture, no brush-grain breakup, no scattered highlight dots, no crunchy detail, no oversharpening, no posterization, no compression artifacts, no gritty surface noise, no dirty texture, no freckled rendering, no noisy shading. Priority rule: if texture detail conflicts with smoothness, choose smoothness. If detail conflicts with clean gradients, choose clean gradients. Keep surfaces cohesive, polished, and noise-free. Preserve the referenced characters’ face shapes, hairstyle, hair color, eye color, correct number of limbs and fingers, personality, body language, signature color palette, outfit motifs, species traits, accessories, silhouette, body shape, body proportions, and overall character vibe. If the character has a mask, do not change it. If the character does not have a head, do not invent one. Do not lose character recognizability. Do not turn the character into a generic person or unrelated design. Do not overcrowd the composition. Do not introduce extra characters or duplicates. Do not break anatomy unless clearly justified by the transformation concept. Do not make the scene visually confusing or unreadable. Do not explicitly list or name the hidden influences used. Do not let the environment overpower the character. Extremely clean animation aesthetic. No pointillism, no stippling, no dot textures, no grainy or noisy rendering, no overly soft or blurry edges. All lines are crisp and intentional. All shading transitions are controlled and professional. High contrast with excellent form definition. Cinematic composition language with strong emotional intensity conveyed purely through rendering and lighting choices. Image1 must not be drawn at all. In a beautifully crafted case on an equally beautiful table, a signature firearm will be displayed. If the entry for Specialization is empty, then deeply analyze Image1 to determine what should be chosen for Specialization. The table will use wood as the primary material and will have metal accents. The wood will be determined by Image1. This includes the species of tree used, how polished the wood is, and the grain in the wood. The metal will be determined by Image1. This includes the type of metal used, the level of polish, and the patina on the metal. The case will be made of a unique material. This material will be unique to Image1 and must not be the obvious choice. The material will not be the same as the table but can share a similar color scheme. The chosen material will result in a beautifully crafted case. There will be gems used as accents for the case. Image1 will be used to determine the type of gems, the clarity of the gems, and how the gems will be cut. There will be engravings on the case that use symbology determined by Image1. This symbology will use both the entry for Specialization and Image1. The case will be closed, and the lid of the case will have a glass cover bordered by the same wood and metal used for the rest of the case. There will be a strong Caustics effect for all glass used for the case. Inside the case will be a beautiful velvet cloth where the firearm will rest. Image1 will be used to determine the color of the cloth and the embroidery. On the left side of the case, on the table, will be the ammunition specifically for the firearm. The ammunition must clearly be usable by the firearm. On the right side of the case, on the table, will be a repair kit and cleaning tools specifically for the firearm. The table must accommodate the items. The table must not take an abnormal shape, and the items are not allowed to hang from the table. Deeply analyze Image1, the entry for Specialization, potential elemental attributes, and potential technological level of Image1 to determine the signature firearm Image1 would use. Once a firearm is chosen, the firearm will be expertly crafted. The firearm will use a variety of materials that are best suited to both Image1 and the entry for Specialization. The firearm will be inside the case. The firearm must be fully visible. [Prompt Ends Here] #promptoftheday #AI #AiArt #Art #PromptEngineering #CharacterDesign #DigitalArt #CommunityPrompt #SCU #Skyebros

中文译文

你拥有一件珍贵的火器,并正在展示它。 很抱歉 Specialization(专精)这项内容比较模糊。你可以填入武器类型,或填入你在小队中适合担任的角色。留空也仍然能得到一些不错的结果。 和往常一样,请随意按你的想法进行编辑,并祝你玩得开心! 来自军械库的奖赏 [提示词在此处开始] Masterpiece-quality | 16:9 Aspect Ratio Image1 = primary character reference Specialization = [] 以下所有内容均为强制规则,绝非建议 —— 渲染成品质需绝对满足:超干净、精致的数字渲染,具有平滑、连续的色调过渡,干净的喷绘渐变,宽阔柔和的明暗过渡,仅保留精细自然的纹理,并具备高保真电影级成品质感。硬性排除项:不得出现点画法(stippling)、不得出现点彩派(pointillism)、不得出现斑点、不得出现点状图案、不得出现半调网点、不得出现抖动(dither)、不得出现胶片颗粒、不得出现人为微噪点、不得出现绘画质感纹理、不得出现笔触颗粒化、不得出现散落的高光点、不得出现过度锐化的粗硬细节、不得出现过度锐化、不得出现色调分离(posterization)、不得出现压缩伪影、不得出现颗粒感表面噪点、不得出现脏污纹理、不得出现斑点状渲染、不得出现噪点化阴影。优先级规则:当纹理细节与平滑度冲突时,选择平滑度。当细节与干净渐变冲突时,选择干净渐变。保持表面整体统一、精致且无噪点。保留参考角色的脸型、发型、发色、瞳色、正确的四肢与手指数量、性格、肢体语言、标志性配色、服装元素、种族特征、配饰、剪影、身形、身体比例以及整体角色气质。如角色佩戴面罩,不得改动。如角色没有头部,不得凭空添加。不得削弱角色的可识别性。不得将角色变成一个泛化的人物或无关的设计。不得使画面构图过于拥挤。不得引入额外的角色或重复的角色。除非“变形/转换”概念明确要求,否则不得破坏解剖结构。不得让场景在视觉上混乱或难以辨识。不得明确列出或说出所使用的隐藏参考。不得让环境压过角色本身。极干净的动画美学。不得出现点彩派、不得出现点画法、不得出现点状纹理、不得出现颗粒感或噪点化渲染、不得出现过度柔软或模糊的边缘。所有线条都需清晰且有意为之。所有阴影过渡都需受控且专业。高对比度,具备出色的形体刻画。使用电影级构图语言,通过渲染与光照的纯粹选择来传达强烈的情绪张力。Image1 本身完全不得被绘制。 在一个精心制作的展示箱中,放置于一张同样精美的桌子上,将展示一件标志性火器。若 Specialization 项为空,则深度分析 Image1,以确定 Specialization 应填入的内容。 桌子将主要以木材制成,并配以金属装饰。木材将由 Image1 决定,包括所用树木的种类、木材抛光的程度,以及木材的纹理。金属也将由 Image1 决定,包括所用金属的种类、抛光程度,以及金属上的包浆。 展示箱将由一种独特的材料制成。该材料对 Image1 而言必须是独特的,且不得是显而易见的选项。该材料不得与桌子相同,但可以共享相似的配色方案。所选材料将打造出一个精美的展示箱。展示箱将使用宝石作为装饰。Image1 将用于决定宝石的种类、净度以及切割方式。展示箱上将刻有由 Image1 决定的符号纹样。该符号纹样将同时结合 Specialization 项与 Image1 内容。展示箱将处于关闭状态,箱盖将配有一块玻璃罩,周围以与展示箱其余部分相同的木材和金属镶边。展示箱所使用的所有玻璃都将带有强烈的焦散(Caustics)效果。展示箱内将铺有一块精美的天鹅绒布料,火器将放置其上。Image1 将用于决定布料的颜色以及刺绣图案。 在展示箱左侧的桌面上,将放置专用于该火器的弹药。弹药必须明确可被该火器使用。在展示箱右侧的桌面上,将放置专用于该火器的修理工具与清洁工具。桌子必须能容纳这些物品。桌子不得呈现异常形状,物品也不得悬挂在桌子之外。 深度分析 Image1、Specialization 项、潜在的元素属性,以及 Image1 潜在的科技水平,以确定 Image1 将使用的标志性火器。一旦选定火器,该火器将被精心打造。火器将使用最适合 Image1 与 Specialization 项的各种材料。火器将放置于展示箱内。火器必须完全可见。 [提示词在此处结束] #promptoftheday #AI #AiArt #Art #PromptEngineering #CharacterDesign #DigitalArt #CommunityPrompt #SCU #Skyebros

来源与署名

原文由 @Pupperfishpat 发布在 X:查看原推文。 本页逐字保留原文并提供机器翻译的中文解读;版权归原作者所有。

在画廊中浏览

同工具的更多提示词