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# 生图提示词卡(角色级资产)v2.9
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> **性质**:美术清单生图通道(✦ 用户自跑,现走线上 API)的执行侧文件——每资产一段**自包含完整提示词**:正向 = 通用底座+主体+动作已拼妥、负向 = 通用底座+增补已并妥,整段复制直接贴进工作流即可,**不需要读其他文件、不需要拼装**。人物规格转写自 [character-design.md](character-design.md)(人物设计 v1.0,自 art-bible §5 迁出,圣经 §5 为存根),风格/色彩条款转写自 [art-bible](art-bible.md)(§4.1 主色板 / §4.2 语义色规则);冲突时人物规格以 character-design 为准、色彩以 art-bible 为准。
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> **边界**:本文件只管生图通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 [art-assets-checklist](art-assets-checklist.md),不需要提示词。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。
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> **边界**:本文件只管**角色级**资产的生图通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 [art-assets-checklist](art-assets-checklist.md),不需要提示词。**场景级资产(营地场景图的背景层与八个物件层)另立 [camp-scene-prompts](camp-scene-prompts.md),本文件不覆盖**;两卡的角色/场景分工以「谁的资产谁出卡」为界,同一段提示词不两处维护。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。
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> **前世**:v1.0(2026-09-20,主角三态+六敌种)于 2026-09-22 经裁决移除;本版按「美术圣经 §5 落地后重生成」拍板重写(正序:B 路线),继承 seed 纪律 / 色相禁入带 / `#F2F2F2` 生成底色。**建立**:2026-09-22 · 状态:提示词卡成文,出图未开始
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---
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# 营地场景 · 分层生图提示词卡 v1.0
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> **性质**:营地场景图(1280×800,一张可点击场景图 + 八个物件层)的出图执行侧文件。**场景级资产,与角色级 [art-prompts](art-prompts.md) 并列,两文件互不覆盖**。
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> **依据**:色彩与氛围 = `reports/提案-营地色彩与氛围脚本-2026-10-23.md`(本卡不复述色值);坐标与层序 = `artwork/2026-10-23-营地场景/布局草案-1280x800.html`;物件命名与消费链 = [asset-path-map](asset-path-map.md);画法与交付形态 = [art-bible](art-bible.md) §6.2。冲突时色彩以色彩脚本为准,画法以 art-bible 为准。
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> **边界**:只管营地场景图的分层出图。角色、图标、格面走 art-prompts.md 与脚本管线,不需要提示词。
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> **建立**:2026-10-25 · 状态:九条提示词成文,出图未开始(出图通道由作者自定)
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---
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## 0. 使用流程(四步)
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1. **出图**:按下面各条把提示词贴进生图渠道。出图前先放**风格参考图**(见 §1)。
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2. **入库**:候选原图放 `artwork/candidates/<资产名>/`,文件名 `v1.png / v2.png / v3.png`。
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3. **后处理**:脚本管线代跑——去底转透明、降采样到终稿尺寸(整数倍)、色板量化、四联底测试条。
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4. **转正**:终稿转入切片资产目录,按坐标表接线。
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**出图顺序(先锁后产,不能跳)**:概念脚本 → **本卡提示词** → 贴风格参考图出背景层 → 作者确认风格前缀 → 才扩产八件。
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---
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## 1. 风格参考图(每次出图都要带)
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| 参考图 | 作用 |
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|---|---|
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| `artwork/2026-10-23-营地场景/Gemini_Generated_Image_ykrc0nykrc0nykrc.jpg` | 定色调、氛围、构图关系(作者提供的参照物) |
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| `game/assets/art/character/character_hero_idle.png` | 定像素密度、平涂质感、描边(项目自家已定稿像素图) |
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**禁止**拿未经验证的自造图当参考图——风格错了整批全废。
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贴参考图时,在提示词末尾接这一句:
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```
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Style reference: the attached images are this game's own finished pixel art and its camp scene reference — match only their rendering style, the same pixel density, flat shading, thin warm cream outline and warm limited palette. They are style references only: do not copy their character, gear or props, and do not put any character into the scene.
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```
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> **描边取奶油色**,不取参照物的深灰褐:去底脚本走"奶油描边膨胀 3px 当屏障"吞底色,深褐描边会让该步失效。这条是技术前提,不是美术取向;若改深褐,需另换去底方案。
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---
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## 2. 背景层(`scene_camp_bg`,不可点,不透明全幅)
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**出图画布**:2560×1600(终稿 1280×800 的 2 倍,保证整数倍降采样)
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**画什么**:天空、远山、地面、木围墙、门柱与门洞
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**不画什么**:七个物件、门扇、角色、接地阴影——那些是上面的独立图层
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```
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Pixel art style. True pixel art game background layer drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion. Wide horizontal composition, 16:10 aspect ratio. This is the BACKGROUND LAYER ONLY of a small adventurer camp: sky, distant hills, ground and the wooden palisade wall around it. It must contain no camp objects, no gate leaves, no characters and no drop shadows, because all of those are drawn as separate transparent layers on top of this one. COLOR SCRIPT — cool recedes, warm advances: the sky, the hills, the ground and the wall are all COOL, pale, desaturated and low in contrast; there is no warm accent anywhere in this layer, warm color belongs only to the separate object layers drawn on top. ATMOSPHERIC DEPTH: every plane that is farther away is lighter, closer to the value of the sky, cooler, lower in contrast and simpler in detail, while the nearest plane is the darkest and highest in contrast. SKY (top of frame): the lightest thing in the picture, flat pale cool off-white with a faint blue-grey tint, no yellow or cream tone, no sun anywhere; the very top strip of the frame, about one sixteenth of the frame height, stays completely calm and empty because a HUD bar is drawn over it; at most one or two extremely simple flat low-contrast clouds. FAR DISTANCE: two or three layers of low rolling hill silhouettes in pale cool blue-grey, each farther layer lighter, cooler and lower in contrast than the one in front, fading towards the value of the sky, no trees, no individual foliage; the foot of the hills is cut off and hidden behind the wall, so there is no visible horizon line and no distant ground band between the hills and the wall. MIDDLE GROUND: the base line where the logs meet the ground sits at two thirds of the frame height measured from the bottom edge; at that height runs a wooden palisade wall across the whole width of the frame, built from closely spaced vertical logs standing side by side with no gaps between them, every log cut to a sharp point at the top, a solid barrier that completely blocks the view of the outside — no horizontal rails, no see-through gaps, no ranch-style post-and-rail fence; the wall is painted in a muted, greyed wood brown. In the middle of the wall one wide gap holds two thick gate posts slightly taller than the wall, and between them an opening showing a dirt path running away into the distance; the gate opening itself stays empty, because the two gate leaves are a separate layer. FOREGROUND GROUND: the darkest area of the picture, dry packed bare earth in a neutral desaturated grey-brown, never golden, amber or warm yellow, hard flat color blocks, hard edges, no gradient, no grass, no grass tufts, no weeds and no plants of any kind; the ground meets the foot of the wall cleanly with no shadow band and no gradient. Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; drop shadows, contact shadows or any shadow band; blur or compression artifacts; a vignette, dark corners, or any mood darkening; night, dusk, moon, stars, sunset or sunrise light; a sun or any light source drawn in the sky; a visible horizon line, a distant ground band or any distant grass strip below the hills; trees, forests or foliage in the distance; grass, grass tufts, weeds or plants in the foreground; a ranch-style post-and-rail fence, a see-through fence, flat-topped posts or horizontal rails; any warm, golden, amber or yellow cast on the sky, on the hills or on the ground; any camp object, furniture, crate, barrel, fire, tent or tool; any gate leaf, door panel or hinge; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element; any characters, people, creatures or animals.
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```
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### 出图画布上的坐标(终稿 ×2)
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| 元素 | 终稿 1280×800 | 出图画布 2560×1600 |
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|---|---|---|
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| 顶栏 HUD 保留带 | y ≤ 48 | **y ≤ 96**(保持空旷) |
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| 围墙带 | y 267–310 | **y 534–620** |
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| 门洞(必须留空) | x 520–760 | **x 1040–1520** |
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| 门柱 | x 500–520 / 760–780 | **x 1000–1040 / 1520–1560** |
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---
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## 3. 八个物件层(透明底,单件各一张)
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### 组装方式(不要逐条重复前缀)
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每件提示词 = **风格前缀** + **本件正文** + **否定后缀**。前缀与后缀在**本节单点定义**,九张共用,避免同一段话九处维护。
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**风格前缀**(八件共用,照抄):
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```
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Pixel art style. True pixel art game object drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion, one single object, centered, the whole object visible with a small margin around it, on a plain flat uniform light grey #F2F2F2 background, thin warm cream outline around the whole silhouette, flat shading, and one small dark oval contact shadow directly beneath the object.
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```
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**否定后缀**(八件共用,照抄):
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```
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Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; blur or compression artifacts; a vignette, dark corners, or any mood darkening; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element; any characters, people, creatures or animals; any scenery, any ground plane or any second object — plain flat uniform light grey #F2F2F2 background only.
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```
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### 逐件正文(只替换这一段)
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| 件 | 层 | 终稿矩形 | 出图画布 | 正文 |
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|---|---|---|---|---|
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| 布告板 | L1 | 130×140 | 260×280 | §3.1 |
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| 门扇 | L2 | 240×220 | 480×440 | §3.2 |
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| 木桩 | L3 | 120×180 | 240×360 | §3.3 |
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| 锻炉·铁砧 | L4 | 240×240 | 480×480 | §3.4 |
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| 帐篷 | L5(不可点) | 300×170 | 600×340 | §3.5 |
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| 宝箱 | L6 | 130×90 | 260×180 | §3.6 |
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| 笔记本 | L7 | 100×80 | 200×160 | §3.7 |
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| 篝火 | L8 | 160×160 | 320×320 | §3.8 |
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**3.1 布告板(→ 图鉴)**
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```
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A wooden notice board hung on a wall, with two or three blank pinned papers, no writing on them, one corner of a paper slightly curled; wood brown #8A5A34 frame, warm tan stone #C9AF83 papers.
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```
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**3.2 门扇(→ 冒险)**
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```
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Two wooden gate leaves hanging from their hinges, half open and tilted outward, each made of thick planks with a cross brace and dark iron fittings, seen from the front, the pair shown together as one single object; wood brown #8A5A34 planks, dark iron fittings.
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```
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**3.3 木桩(→ 天赋树)**
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```
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A single wooden training post standing on the ground, wrapped with a straw rope pad around its middle, rounded top; wood brown #8A5A34 post, straw rope in warm tan #C9AF83.
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```
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**3.4 锻炉·铁砧(→ 锻造工坊)**
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```
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One single forge object made of two tightly joined parts standing close together with only a small vertical offset: a stone forge with a short chimney and a warm orange glow in its mouth, and directly in front of it a dark iron anvil on a low block, the anvil partly hidden behind the forge; warm tan stone #C9AF83 stone body, wood brown #8A5A34 accents, the forge mouth glowing candlelight yellow #F6C667.
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```
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**3.5 帐篷(承载件,不可点)**
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```
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A canvas tent with a low wooden frame and a fabric flap tied back to one side, showing a dark opening; canvas in warm tan #C9AF83, frame and poles in wood brown #8A5A34.
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```
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**3.6 宝箱(→ 秘宝匣)**
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```
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A small closed wooden treasure chest with dark iron bands and a small lock plate on the front; wood brown #8A5A34 body, dark iron fittings.
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```
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**3.7 笔记本(→ 生涯记录)**
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```
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A small open journal lying flat, pages spread open, no writing on the pages; paper in warm tan #C9AF83, cover in wood brown #8A5A34.
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```
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**3.8 篝火(→ 离开营地)**
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```
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A campfire made of a ring of grey stones around crossed stacked logs with a warm orange-yellow flame above them; warm tan stone #C9AF83 stones, wood brown #8A5A34 logs, candlelight yellow #F6C667 flame, and this flame is the single most saturated area of the object.
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```
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---
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## 4. 验收(机检 + 目检)
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**背景层**
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- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、地面 ≤35
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- 冷色像素占比 ≥55%;本层不应出现任何暖色高饱和像素
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- 目检:顶部约 1/16 完全空旷;无地平线;围墙密排尖桩、桩顶削尖、不透缝;门洞空着没有门扇
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**八件**
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- 单件居中、四周留边、整件完整不出画
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- 底色均匀 `#F2F2F2`、奶油描边闭合(去底脚本要能识别到屏障)
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- 正下方一个小深色接地影
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- 单张色数 ≤32(量化后)、缩放为整数倍无拉伸痕迹
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- **篝火例外**:整张仍画火堆+火焰,命中矩形只取下半(上半火焰只展示不可点),分界线等成图后按实际画面切
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---
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## 5. 待裁(不阻塞出图,阻塞坐标表与定稿)
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1. **帐篷尺寸**:现 300×170 待重定,重定后按比例重出
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2. **门扇高宽**:现 240×220,围墙带只有 43px 高,比例待裁
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3. **布告板位置**:现 y330 悬空在围墙下方,建议 `(845, 268, 130, 140)` 挂回围墙带
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4. **描边颜色追认**:本卡按奶油色(去底技术前提);若改参照物的深灰褐,需换去底方案
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5. **营地环境子板色值**:art-bible §4.1 为数值单点,色值待作者拍板,本卡不复述
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# 提案:营地色彩与氛围脚本(2026-10-23)
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> **性质**:设计讨论段过程稿。**只确立「营地该长什么样、什么风格、什么感觉」,不出图、不改 `art-bible` 主色板。**
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> 上游依据:`art-bible` §2.8(营地情绪)、§4.1 色板分层与对比硬指标、§4.2 适用域条款、§6.1 战斗背景后退条款、§6.2 营地场景、§8 定值单点纪律;外部调研见 §4。
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> 下游:本脚本是 §13 生图提示词的色彩依据;色值候选在此**单点**提出,待作者追认后按 §4.1「场景环境子板」条款登记(环境子板每屏一套、≤32 色、允许跨屏不共享、不占 48 token 额度)。
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---
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## 0. 四问速览(只读这一段也能定)
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| 问 | 答 |
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|---|---|
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| **① 现状差在哪** | 营地整屏发黄发闷。实测:天空黄度 51、地面黄度 81(黄度 =(R+G)/2−B,越大越黄)。**占屏约七成的大面积——天空、远山、地面——全是暖色**,找不到一块冷色来平衡。 |
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| **② 建议做什么** | 给营地补一张**环境子板**,按「**冷的大面积后退、暖的小面积前进**」重新分工:天与山与地走冷灰,暖色只留给物件(火、木、石),火焰是唯一高饱和。 |
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| **③ 为什么选它** | 这是空气透视的通行做法(远处更淡、更冷、对比更弱,近处更暗、更暖、对比更强),且 `art-bible` §4.2 已写明**环境层不受色相独占约束**——远山走冷色完全合规,不需要动任何暖色条款。 |
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| **④ 怎么验证** | 出图后按 §2.5 的面积占比与黄度阈值实量:天空黄度 ≤20、地面黄度 ≤35;暖色面积 ≤30%。这两条可机检,不靠眼估。 |
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---
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## 1. 诊断:黄不是设计意图,是三个缺口叠加
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### 1.1 事实(出图实测,非推测)
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| 版本 | 天空 RGB | 天空黄度 | 地面 RGB | 地面黄度 |
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|---|---|---|---|---|
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| 首版方向稿 | (249, 229, 188) 奶黄 | 51 | (157, 119, 57) 暖褐 | 81 |
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| 修正天空后 | (217, 221, 202) 灰白 | 17 | (146, 128, 97) 仍偏褐 | 40 |
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天空改冷后黄度掉到 17,画面立刻不那么"尿黄"——**说明元凶是大面积的色温,不是物件本身**。地面只降到 40,因为当时提示词里还挂着棋盘色 `裸土 #B39A78`。
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### 1.2 三个缺口
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**缺口一:营地没有自己的环境子板,大面积色是借来的。**
|
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`art-bible` §4.1 主色板里能撑大面积的暖色只有两个——`掩尘 #C9AF83`、`裸土 #B39A78`。但这两色的语义是**棋盘格底**(未开格/已开格),营地场景直接拿来当地面和石头用,等于把棋盘色板铺满了占屏七成的面积。§4.1 那组硬指标(L≥0.30、饱和 ≤0.55)是**棋盘数字可读性**指标,搬到场景大面积上只剩弱约束,管不住色相。
|
||||
|
||||
**缺口二:「全作最暖」被泛化到了不该暖的地方。**
|
||||
§6.2 写的是「承载 §2.8——全作最暖:烛光黄 `#F6C667` × 木色 `#8A5A34`」。这两个色的本体是**火焰与木构**,是"人留下的东西"。它被理解成了"整屏都要暖",于是天空、远山、地面全部跟着暖。
|
||||
|
||||
**缺口三:两条构图口径把仅有的冷色来源拿掉了。**
|
||||
作者口径「近景不要草」删掉了暖调场景里**唯一的天然冷色平衡源(绿植)**;「不要远景地面/地平线」又删掉了山脚那片本可以做成冷灰绿的地带。剩下来的大面积只剩天、山、地——三者全暖,必然发黄。
|
||||
|
||||
### 1.3 与美术圣经核对:没有任何条款要求营地大面积是暖的
|
||||
|
||||
| 条款 | 原文要点 | 对本议题的含义 |
|
||||
|---|---|---|
|
||||
| §4.2 适用域 | **纯环境氛围(背景/装饰/远景/非语义物件)不受色相独占约束**,只受 §3.4 焦点预算与低饱和后退约束 | 远山、天空走冷色**完全合规**,不被任何语义色独占条款拦 |
|
||||
| §6.1 战斗背景 | 背景整体**低对比自然后退**,禁止抢焦点 | 营地远景可沿用同款"后退"逻辑,冷灰正是后退手段 |
|
||||
| §4.1 色板分层(2026-10-22 作者裁) | 场景环境子板:**每屏一套、≤32 色、允许跨屏不共享**;新增环境色须过 §4.2 语义检查 + 与既有任一色 RGB 三通道差 ≥8/255 | 营地可以**单独拥有一套环境色**,不必挤占棋盘主色板,也不占 48 token 额度 |
|
||||
| §2 明度分层(2026-09-29 v3.0) | 空间纵深走明度分层允许域(光照氛围/色相饱和/形体承载),非情绪压暗 | 空气透视的"远景趋近天空明度、对比变弱"与既有明度分层同族,不冲突 |
|
||||
|
||||
**结论**:要改的不是美术圣经的暖色条款,而是**补一张营地环境子板**,并把"全作最暖"收回它本来的位置——暖的是物件,不是整屏。
|
||||
|
||||
---
|
||||
|
||||
## 2. 修正后的定位:营地应该长什么样
|
||||
|
||||
### 2.1 一句话氛围定位
|
||||
|
||||
> **白天、干爽、有风的开阔营地。暖的是「人留下的东西」(火、木头、皮革、石头),冷的是「野外的东西」(天、远山、地面)。玩家第一眼看到的是篝火和物件,天与山只是安静地退在后面。**
|
||||
|
||||
### 2.2 三个感觉词(写提示词与验收都照这三条判)
|
||||
|
||||
| 感觉词 | 落到画面上是什么 | 反例(出现即判红) |
|
||||
|---|---|---|
|
||||
| **干爽** | 降饱和、无湿气;地面是干实土不是泥泞 | 整屏油润、饱和过高、像黄昏金光 |
|
||||
| **安稳** | 暖色集中在篝火与木构上,是"人味",不是整屏染色 | 天空、远山也发暖 → 变成"整屏黄疸" |
|
||||
| **空旷** | 远景只有天与山,无地平线、无杂物、无树 | 远景长出树、屋、地平线 |
|
||||
|
||||
### 2.3 冷暖分工(核心规则,一句话记住)
|
||||
|
||||
**冷=大面积=后退;暖=小面积=前进。**
|
||||
|
||||
- 冷(后退层):天空、远山、地面 —— 冷灰白/冷灰蓝/中性灰褐,低饱和
|
||||
- 暖(前进层):火焰、木构、石头、绳垫、毯子 —— 只在这一层出现暖色
|
||||
- **唯一高饱和=篝火火焰**(§3.4 焦点预算:首焦唯一,其余全部让位)
|
||||
|
||||
### 2.4 空气透视三档(远近各层怎么拉开)
|
||||
|
||||
**空气透视**=空气隔在中间,越远的东西看起来越淡、越冷、对比越弱、细节越少;近处相反,更暗、更暖、对比更强、细节更多。
|
||||
|
||||
| 层 | 明度 | 色温 | 饱和 | 对比 | 细节 |
|
||||
|---|---|---|---|---|---|
|
||||
| **远**(天空/远山) | 最亮,趋近天空 | **冷** | 最低 | 最弱 | 只剩剪影,无单体树 |
|
||||
| **中**(木围墙/门/布告板) | 中 | 中性偏冷(木色压灰) | 低 | 弱 | 简化,无个体木纹 |
|
||||
| **近**(地面/七件) | **最暗** | **暖(仅此层)** | 中(火焰为唯一高饱和) | 最强 | 完整、清晰、可读 |
|
||||
|
||||
> 注:本表的明度关系是**营地环境子板内部**的纵深关系,与棋盘的世界底/中层档互不干扰(环境子板允许跨屏不共享)。
|
||||
|
||||
### 2.5 面积占比(把"别太黄"变成可机检的数)
|
||||
|
||||
| 色温区 | 建议占比 | 判据 |
|
||||
|---|---|---|
|
||||
| 冷色面积(天+山+地) | **≥ 55%** | 低于则整屏偏暖 |
|
||||
| 暖色面积(物件与木构) | **≤ 30%** | 高于则"黄疸" |
|
||||
| 火焰高饱和 | **≤ 3%** | 高于则抢焦(违反 §3.4 焦点预算) |
|
||||
|
||||
配套黄度阈值(出图后实量):**天空黄度 ≤20、地面黄度 ≤35**。
|
||||
|
||||
### 2.6 色值候选方向(待作者定,§4.1 是数值单点事实源)
|
||||
|
||||
只给方向不给死值——定色值须由作者拍板,且新色要过两道门(§4.2 语义检查 + 与既有任一色 RGB 三通道差 ≥8/255):
|
||||
|
||||
| 大面积 | 方向 |
|
||||
|---|---|
|
||||
| 天空 | 冷灰白、微带蓝灰,全画明度最高 |
|
||||
| 远山 | 冷灰蓝,越远越淡越冷(空气透视),趋近天空明度 |
|
||||
| 地面 | 中性灰褐,降饱和,全画明度最低,**绝不带金黄/琥珀** |
|
||||
| 木构(中景围墙) | 木色 `#8A5A34` 压一档饱和走中性偏冷——它是中景,必须后退 |
|
||||
| 物件(近景) | 木色 `#8A5A34`、掩尘 `#C9AF83` 保持本色;火焰烛光黄 `#F6C667` 为唯一高饱和 |
|
||||
|
||||
---
|
||||
|
||||
## 3. 与美术圣经的关系:哪些不动、哪些要新建
|
||||
|
||||
| 项 | 处理 | 理由 |
|
||||
|---|---|---|
|
||||
| §6.2「全作最暖:烛光黄 × 木色」 | **不动**,但收回适用范围=**物件层**,不含天空/远山/地面 | 两色本体是火与木,泛化到整屏是把"物件色"当成了"环境色" |
|
||||
| §4.1 主色板(掩尘/裸土等) | **不动**;营地地面**停止挪用** `裸土 #B39A78` | 那是棋盘格底色,语义不同域 |
|
||||
| §4.2 适用域条款 | **不动**,本脚本正是依据它给环境层定冷色 | 环境层本就不受色相独占约束 |
|
||||
| 营地环境子板 | **新建**(本脚本 §2.6 为候选) | §4.1 色板分层条款已开通道:每屏一套、≤32 色、不占 48 额度 |
|
||||
| §4.1 硬指标(L≥0.30、饱和 ≤0.55) | **不动**,仅说明它是棋盘可读性指标、不搬到场景大面积 | 避免把格底指标误当场景指标 |
|
||||
|
||||
---
|
||||
|
||||
## 4. 外部调研依据
|
||||
|
||||
### 4.1 三条通行原则(多来源一致)
|
||||
|
||||
1. **空气透视**:越远越亮(趋近天空明度)、越冷(偏蓝)、对比越弱、细节越少;近处相反——暗、暖、高对比、有细节。(来源:Fiveable《Atmospheric perspective》、ArtExamples《Atmospheric Perspective》、科普中国「空气透视」条目——后者原文:"近处色彩偏暖,远处色彩偏冷""最远处冷暖不分而形成为一片蓝灰色")
|
||||
2. **冷暖分工**:暖色前进、冷色后退。像素画环境里"背景多走冷、前景多走暖,以此拉开纵深"。(来源:PixelPaletteSwap《Color Theory for Pixel Art》;Peace on Paper《Warm vs Cool Tricks》技巧一"暖前景、冷背景")
|
||||
3. **饱和即焦点**:高饱和只留给焦点,大面积必须降饱和。(来源:Pixel-Editor《Color Theory for Pixel Art》"Keep saturated colors sparse")
|
||||
|
||||
### 4.2 同类游戏参照
|
||||
|
||||
**暖而不脏**的 cozy 像素阵营:Stardew Valley、Moonlighter、Eastward、Forager、Littlewood、Spirittea、Potion Permit(来源:The Cozy Gaming Nook 两次 cozy 像素专题)。
|
||||
|
||||
**其中 Stardew Valley 最值得对照**:它同样是"暖乡土"调子,靠**大面积绿色植被**做冷色平衡(来源:ImageToPixel 的分析——Stardew 走"golden hour"暖调、无抖动、细描边,但画面里绿植占比极大)。
|
||||
|
||||
**对本项目的直接推论**:营地按作者口径**禁草**、**禁远景地面**,等于把 Stardew 赖以平衡的绿植整块拿掉。所以冷色平衡只能由**天空与远山**承担——这两块必须明确走冷,否则整屏无解。
|
||||
|
||||
---
|
||||
|
||||
## 5. 待裁(由作者定,不擅自动)
|
||||
|
||||
1. **营地环境子板色值**(§2.6 仅给方向)——定色值属 `art-bible` §4.1 的活,且新色须过 §4.2 语义检查 + RGB 三通道差 ≥8/255 两道门。
|
||||
2. **面积占比与黄度阈值**(§2.5)——是否作为营地场景图的机检判据写进验收表。
|
||||
3. **木围墙的色温**——中景走"中性偏冷"要比物件木色压一档饱和,是否与 §6.2「木色 `#8A5A34`」的物件用法冲突(我的判断:不冲突,压饱和不是换色,但需作者确认)。
|
||||
Reference in new issue
Block a user