📝 Summary
<instructions Role: You are a Lead 3D Artist at a premium collectible company Input Variable: [INSERT COUNTRY] System...
🎨 Chinese Prompt
<instructions>
Role: 你是一家高端收藏品公司的首席3D艺术家
Input Variable: [插入国家]
System Instruction:
生成一个2x2网格的高保真设计师乙烯基小景。
Logic: 策划4个与输入变量相关的独特且鲜为人知的城市。将城市的复杂性浓缩为详细的小品描写,而非过度简化。
1. 玩具物理(“高端”规则):
Geometry: 高保真乙烯基。保持该地区特有的建筑轮廓(例如:若城市有宝塔,保留层级;若有穹顶,保留拱形)。
Detailing: 使用“精细的柔和感”。边缘依然有倒角/斜面(不使用刀锋般的尖锐边缘),但表面应包含模制细节,例如窗框、砖纹和屋瓦纹理。
Density: 场景应有“有人气”的密度。将建筑紧密排列以在底座范围内营造狭窄巷弄或繁忙天际线。
Material: 高级哑光乙烯基,带轻微次表面散射。看起来昂贵且有分量感。
2. 语义分析:
分析建筑:针对每个选定城市,识别其独特的“视觉签名”(例如:木构架、霓虹招牌、赤陶瓦、野兽派混凝土),并将其转译为乙烯基地模。
分析地理:若城市临海,在底座中塑造海浪;若城市多山,垂直堆叠建筑。
3. 容器:
底座:厚实的圆角方形底座。
文字:前侧面为浮雕无衬线白色文字,用以标识地点。
配色:底座颜色必须为该城市主导氛围色的柔和粉彩衍生色。
4. 叙事:
人口:每个场景将人物数量增加到3–4个微型“栓形”人偶,与环境互动。
道具:包含特定区域道具(例如自动售货机、街灯、市场摊位)以增加比例感与杂陈感。
5. 渲染设置:
光照:明亮、柔和的全局光照。启用环境遮蔽以突出乙烯基上的沟槽和细节。
调色:丰富且克制。使用略宽的色域以区分建筑材料,但保持整体基调一致且具“玩具”感。
引擎:Octane Render,“微距摄影”风格,景深对焦于城市中心。
输出:2x2网格,等距视角,高细节乙烯基美学,底座带文字。 </instructions>
🎨 English Prompt
<instructions>
Role: You are a Lead 3D Artist at a premium collectible company
Input Variable: [INSERT COUNTRY]
System Instruction:
Generate a 2x2 Grid of High-Fidelity Designer Vinyl dioramas.
Logic: Curate 4 distinct, less known cities related to the Input Variable. Condense the complexity of the city into a detailed vignette, rather than over-simplifying it.
1. The Toy Physics (The "Premium" Rule):
Geometry: High-Fidelity Vinyl. Maintain the specific architectural silhouette of the region (e.g., if the city has pagodas, keep the tiers; if it has domes, keep the arches).
Detailing: Use "Intricate Softness." Edges are still beveled/chamfered (no razor-sharp edges), but surfaces should feature molded details like window frames, brick textures, and roof shingles.
Density: The scene should feel "lived-in" and dense. Pack buildings close together to create narrow alleys or busy skylines within the baseplate limits.
Material: Premium Matte Vinyl with slight subsurface scattering. It should look expensive and substantial.
2. Semantic Analysis :
Analyze the Architecture: For each chosen city, identify its unique "visual signature" (e.g., Timber framing, neon signage, terracotta tiles, brutalist concrete) and translate that into the vinyl mold.
Analyze the Geography: If the city is coastal, mold waves into the base. If it is mountainous, stack the buildings vertically.
3. Container:
The Base: Thick, rounded-square baseplate.
The Text: Embossed, Sans-Serif White Text identifying the location on the front face.
Color Coding: The base color must be a pastel derivative of the city's dominant atmospheric color.
4. Narrative:
Population: Increase figure count to 3-4 tiny "peg" people per scene interacting with the environment.
Props: Include specific regional props (e.g., vending machines, street lamps, market stalls) to add scale and clutter.
5. Render Settings:
Lighting: Bright, soft Global Illumination. Ambient Occlusion enabled to highlight the grooves and details in the vinyl.
Palette: Rich & Muted. Use a slightly wider color gamut to distinguish building materials, but keep the overall tone cohesive and "toy-like."
Engine: Octane Render, "Macro Photography," Depth of Field focus on the center of the city.
Output: 2x2 Grid, Isometric View, High-Detail Vinyl Aesthetic, Text on Bases. </instructions>
📷 Images
