# 恶液储存箱 · 损毁态重绘提示词 目标:重绘 "Don't Starve Together" 恶液储存箱(Icker Preserve)的**损毁**状态,风格对齐游戏内动画包。 **本次重点**:损毁后石柱中间必须**保留一部分恶液**——不能只剩碎石头。 --- ## 参考图清单(`refs/` 目录) | 文件 | 作用 | 优先级 | |---|---|---| | `01-subject-intact-normal.png` | 本体风格基准:调色板、比例、描边粗细、取景 | **最高**,必须按它定风格 | | `02-subject-intact-raised.png` | 加高变体,验证比例 | 高 | | `03-composition-current-collapsed.png` | **构图锁定**:石块位置、倒伏方向、两个断脚、两根松绳、两颗地面石 | **最高**,不能改 | | `04-defects-current-closeup.png` | 需要修掉的瑕疵放大图 | 高 | | `10-detail-icker-goo.png` | **恶液画法**:完整态箱内的恶液,黑色黏稠液体,柔和亮弧,无描边内部 | **最高**,本次重点 | | `05-style-destroyed-chest-reference.png` | 原版损毁宝箱:损毁态怎么组织形体(3–4 个大形体) | 高 | | `06-style-destroyed-chest-variant.png` | 原版损毁龙鳞箱:同上,另一例 | 中 | | `07-style-intact-chest-reference.png` | 原版完整宝箱:墨线、木纹、金属件画法 | 中 | | `08-style-rope-and-metal-scrap.png` | **麻绳画法**:绞纹、暗侧、磨损末端 | 高 | | `09-style-grey-stone-metal.png` | 灰绿石材/金属的块面处理 | 中 | **用法**:01+03+10 是硬约束,05+08 是风格追赶目标,其余补充。 --- ## 提示词(英文,直接粘贴用) ``` Edit the damaged container prop in image 3 into a clean redraw, for the 2D game "Don't Starve Together". === HARD CONSTRAINTS (do not change) === Composition is locked by image 3. Keep exactly: - three broken stone feet: far-left stump, centre debris, far-right stump, plus one smaller rear stump behind each side - two loose rope strands, one drooping off the left stump, one off the right stump - two small ground stones at the base, one pair bottom-left, one bottom-right - same silhouette envelope, same fallen directions, same left-to-right order - same camera: straight-on 3/4 view, same scale Do not add, remove, merge or relocate any of these elements. === THE ICKER MUST SURVIVE THE COLLAPSE (most important) === This container held a dark viscous substance: the "icker" (恶液). See image 10 for exactly how it is drawn in the intact state: a glossy black tar-like body, no internal ink outline, soft grey highlight crescents, slightly lighter rim where light catches the top of the bulge. In the destroyed state the stone shell has broken open, so the icker is now EXPOSED, not gone. Requirements: - Keep a visible pool of icker in the middle of the broken stone arrangement, occupying roughly the central third of the composition, sitting between and slightly below the inner faces of the broken feet. - The pool has slumped and spread under its own weight, so it is wider and flatter than in the intact version, and it swallows the bases of the centre debris. - Its surface stays glossy and smooth, in contrast with the faceted stone around it. Same palette and same soft highlight treatment as image 10. No eyes, no faces, no bubbles, no tentacles, no glow. - A small amount has seeped out and pooled at ground level between the debris, hugging the ground dashes, not spreading across the whole frame. - The icker must not cover the two loose ropes completely: the ropes lie over it, as in image 3. - Do not let the centre read as pure stone. If the middle is all broken rock, the drawing is wrong. === SUBJECT === This is the destroyed state of the container in image 1 and image 2. Those two are the authoritative style reference: match their palette, line weight, fill flatness, proportions and framing exactly. The icker inside them is the same substance you must keep visible. === WHAT TO FIX (the current drawing's other defects, see image 4) === 1. The two front broken feet are outlined with a thin 3px hairline with combed, frayed edges. Redraw with the same heavy 8-12px black ink contour the intact versions use, with confident angular corners. 2. The fracture faces are flat pale grey with a uniform thin outline. Redraw with the reference treatment: heavy closed outer rim, thinner tapered interior seams, a darker band toward the lower/near side, bright grey reserved for the lit top facet only. 3. The centre debris reads as broken glass: pale slivers with white double-line edges and unclear occlusion. Redraw as solid broken stone, each chunk with a closed ink rim, clear overlap order, and exactly one pale fracture facet on its upper plane. Follow image 5 and image 6 for how a destroyed prop is organised: 3-4 large readable forms, not 6-7 small interlocking shards. The icker pool sits in the gaps between them. 4. The rope is a flat yellow band with hard square cut ends. Redraw as twisted rope following image 8: dark ink rim, darker underside, diagonal spiral twist marks, tattered frayed ends. 5. The two ground stones are smooth gradient blobs. Redraw with a black inked rim and a single light crescent highlight, matching the stones under the intact versions in image 1. === STYLE RULES === - Hand-drawn 2D game sprite. Thick irregular black ink outlines that vary in weight. Flat fills. No gradients, no soft airbrush shading, no drop shadows, no glow. - Palette: ink #050606; body blacks #1b1c1b and #070808; pale stone #8f928c, #6b6e69, #45443f; deep red inclusions #5b1018; rope gold #b59f4f with #8a7736 shadow; icker near-black #0d0e0e with highlights no brighter than #6b6e69. - Deep red inclusions are irregular angular chips baked into the stone, never glowing gems. - The icker has NO black outline of its own. It reads as a mass because of its dark fill and the ink of the stone around it, exactly as in image 10. - Ground contact is a few thin tapered black dashes under the mass only. No ellipse shadow, no cast shadow. - No perspective beyond the 3/4 straight-on view. No photorealism. No 3D render look. No soft edges. === OUTPUT === - Square PNG, transparent background. - Subject horizontally centred, sitting on a baseline at about 93% of the frame height, occupying only the lower third of the canvas, with large empty space above. Match image 1's framing. - No text, no labels, no border, no ground plane, no scenery, no other objects. ``` --- ## 提示词(中文版,供中文模型/工具用) ``` 把图 3 里的损毁容器重绘成干净的版本,风格是 2D 游戏《饥荒》(Don't Starve Together) 的道具立绘。 【硬约束 · 不许改】 构图由图 3 锁定,必须保持: - 三个断裂石脚:最左断脚、中部碎石、最右断脚,左右各有一个更小的后排断脚 - 两根松脱麻绳,一根从左断脚垂落,一根从右断脚垂落 - 底部两颗小石头,左下与右下各一 - 相同的外形轮廓范围、相同的倒伏方向、相同的左右顺序 - 相同的镜头:平视 3/4 视角,相同缩放 不允许增加、删除、合并或移动以上任何元素。 【石柱中间必须保留恶液(最重要)】 这个容器原本装着一种黑色黏稠液体,也就是"恶液"。画法见图 10:光泽感很强的黑色焦油状体块,内部没有墨线描边,用柔和的灰色亮弧表现高光,顶部鼓起处有一圈稍亮的边。 损毁后石壳炸开,恶液是**暴露出来**,不是消失。要求: - 在碎石中间保留一摊可见的恶液,约占构图中部三分之一,位置在两只断脚内侧面之间、略低处。 - 这摊恶液已经塌下来摊开:比完整态更宽更扁,并且吞掉了中部碎块的底部。 - 表面保持光泽平滑,与周围有棱有角的石头形成对比。颜色和高光处理与图 10 一致。不要眼睛、不要脸、不要气泡、不要触手、不要发光。 - 少量恶液渗出到地面,沾在地面排线附近,只在小范围内,不要漫满整个画面。 - 恶液不能完全盖住两根松绳:绳子压在它上面,与图 3 一致。 - 中部不允许读成纯石头。如果中间全是一片碎石,这张图就是错的。 【对象】 这是图 1、图 2 中容器的损毁态。图 1 图 2 是风格基准:调色板、描边粗细、块面平涂程度、比例、取景都必须对齐。它们里面的恶液就是你必须保留的那种物质。 【要修掉的其他瑕疵(见图 4)】 1. 两只前断脚只有 3px 细线勾边,还带毛刺。改成完整态使用的 8–12px 粗黑墨线,转角有力。 2. 断面是平涂亮灰 + 均宽细线。改成:闭合的重外缘 + 更细的收笔内裂 + 朝下/朝近侧压暗的暗带,亮灰只留给受光的顶面。 3. 中部碎块像碎玻璃:亮灰细条配白色双线边,遮挡关系不清。重画成实心碎石,每块有闭合墨线边、明确的遮挡顺序、顶面只有一个亮断面。参照图 5、图 6 的损毁态组织方式:3–4 个大形体,不要 6–7 个小碎块互相咬合。恶液就填在这些形体之间的空隙里。 4. 麻绳是一根扁平黄带,末端硬切。按图 8 重画成绞绳:深色描边、下缘压暗、斜向螺旋绞纹、末端磨损起毛。 5. 底部两颗石头是平滑渐变的球。改成黑色墨线边 + 单道亮弧高光,与图 1 完整态底下的石头一致。 【风格规则】 - 手绘 2D 游戏素材。粗而不规则的黑色墨线,线宽有变化。平涂。不要渐变、不要气刷阴影、不要投影、不要发光。 - 只使用这些颜色:墨 #050606;本体黑 #1b1c1b、#070808;石灰 #8f928c、#6b6e69、#45443f;深红嵌块 #5b1018;绳黄 #b59f4f,暗部 #8a7736;恶液近黑 #0d0e0e,高光不超过 #6b6e69。 - 深红嵌块是不规则棱角碎片,嵌在石头里,不是发光的宝石。 - 恶液自身**没有**黑色描边。它靠深色体块和周围石头的墨线形成轮廓,和图 10 一样。 - 地面接触只用几条细的锥形黑色短线,只画在物体底部。不要椭圆阴影,不要投射阴影。 - 除了平视 3/4 之外不要额外透视。不要写实。不要 3D 渲染感。不要柔边。 【输出】 - 正方形 PNG,透明背景。 - 主体水平居中,坐落在一条约画面高度 93% 的基线上,只占画布下三分之一,上方留大片空白,与图 1 取景一致。 - 不要文字、不要标签、不要边框、不要地面、不要背景、不要其他物体。 ``` --- ## 负面提示词(Negative prompt) ``` 3D render, photorealistic, soft gradients, airbrush shading, glow, bloom, drop shadow, cast shadow, ellipse shadow, lens flare, depth of field, bokeh, blurry edges, anti-aliased soft line, watercolor, oil painting, anime, cartoon sticker, thick white outline, glowing red gems, red neon, cartoon gems, extra fragments, extra stones, extra ropes, merged shapes, glass shards, translucent shards, white double outline, hairline stroke, uniform stroke width, border, frame, text, watermark, signature, ground plane, grass, scenery, perspective distortion, isometric, top-down view, no icker, dry empty box, all stone, hollow shell, eyes on the goo, goo monster, tentacles, slime creature, bubbling liquid, glowing goo, green goo, purple goo, water, oil spill, ink splatter, dripping excessively ``` --- ## 出图后检查清单 **先看恶液(本次重点)** - [ ] 中部有没有一摊可见的黑色恶液?还是全成了碎石? - [ ] 恶液表面是光泽平滑的,还是有棱角的石头质感? - [ ] 恶液有没有自己的黑描边?(不该有,应靠周围石头的墨线形成轮廓) - [ ] 恶液是塌下来摊开的状态,比完整态更宽更扁? - [ ] 有没有长出眼睛、气泡、触手或发光? - [ ] 有没有盖住两根松绳? **再看线条** - [ ] 断脚外轮廓厚度与完整态的箱脚相当?细线 / 毛刺还在吗? - [ ] 断面有没有"亮顶面 + 暗侧"的层次? - [ ] 中部碎石是不是 3–4 个大形体? - [ ] 麻绳有绞纹和暗侧吗?末端还硬切吗? - [ ] 两颗地面石有墨线边和高光弧吗? - [ ] 深红嵌块是棱角碎片,不是发光宝石? - [ ] 主体在下三分之一,上方留白,和完整态同框? - [ ] 背景纯透明,没有残留底色或地面? 不合格就带上图重跑。哪条没做到,就把那一条单独拎出来再发一次。 --- ## 出图后交回给我做什么 把 PNG 放进 `~/http/icker-preserve-redraw/out/`,然后告诉我。我来做机械对齐: 1. 校准到 800×900,内容框对齐 x 103–727、基线 y 834 2. 检查透明底、描边宽度、调色占比是否接近 `normal-v4.png` 3. 生成 `-display.png`(650×820,裁切 x75 y30)和 `-closeup.png`(650×370,裁切 x75 y480) 4. 与 v7 做同取景对照图 5. 写 review JSON、更新 `index.html` --- ## 已知注意事项 - `01`–`04` 是 800×900、上下留白很多,主体只占底部约 150px 高。某些模型会把它当成"空画布"而忽略或重新构图。如果出图主体偏大或位置不对,先把 `03` 裁到主体区域再喂,比例在提示词里写清楚。 - `10` 是从完整态裁出来的局部(430×300),只有恶液和中下部石柱,没有完整轮廓。它**只用来看恶液的质感**,不要让它影响构图。 - `05`–`09` 是 640×480 的游戏原图,主体占比更大、描边更粗。它们只用来看**画法**,不要照抄构图或比例。 - `03` 和 `04` 是同一张的整图与局部,模型可能把"瑕疵"当成"要保留的特征"。如果出图原样保留了细线和碎玻璃,把【要修掉的其他瑕疵】五条单独发一遍。 - **恶液最容易出问题**:当前 v7 中部本来就偏石头,模型倾向于照着 `03` 继续画石头。如果第一轮出来的图中间没有恶液,不要重跑整条提示词——把【石柱中间必须保留恶液】整段单独发一次,附上 `01` 和 `10`,明确说"中间这一摊必须存在"。