提示词
Country Collectible 3D Figure Concept

这条提示词好在哪里

风格与媒介
isometric
光线
neon
镜头与构图
macrodepth of field
氛围
pastel
细节
intricate

保留这些关键词即可延续画面风格,替换主体就能变成你自己的作品。

词数
342
画幅
1:1
生成模型
Nano Banana

如何使用这条提示词

  1. 1

    载入生成器

    点击“使用此提示词”,文本、模型和参考图会自动填好。

  2. 2

    改成你自己的

    替换主体、配色或场景,保留风格和光线描述以延续画面质感。

  3. 3

    对比模型

    把同一提示词同时发给最多 4 个模型并排对比,留下最好的结果。

可以尝试的变体

换一种媒介

<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>, reimagined as a soft watercolor illustration with visible paper texture

换一种光线

<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>, during golden hour with warm low sunlight and long soft shadows

海报版式

<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>, composed as a minimalist vertical poster with generous negative space

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