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Q 版像素格斗角色素材表

生成一张 4x4 的像素风 Q 版水晶皇冠格斗家素材表,包含战斗、攻击、受击和落地姿势,适用于游戏角色设计。

gpt-image-2.5 · Q 版 / Q 萌风 · 像素艺术 · 游戏素材 · 漫画 / 故事板 · 角色

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Q 版像素格斗角色素材表Q 版像素格斗角色素材表

中文提示词

目标:创作一张简洁的像素风格斗游戏素材表,展示一个 Q 版冒险家角色的多种战斗姿势。 画布:纯白背景下的 1:1 正方形图像,排列为整齐的 4x4 网格,间距均匀,无边框、标签、阴影、水印或 UI。最终素材表包含 16 个独立的像素角色图。 角色设计:一个 Q 版格斗家,拥有大头、短小的身体、橙色眼睛、深棕色凌乱短发以及坚定的动漫表情。角色穿着 {argument name="outfit color" default="红黑配色"} 的街头格斗服:带有黑色拼接和拉链细节的红色连帽夹克、带有红色点缀的黑色长裤、红黑配色运动鞋、露指手套和一个黑色小背包。头上戴着红色大耳机和带有红色镜片的青铜色蒸汽朋克护目镜。护目镜后方是一个装饰性的皇冠状头饰,由明亮的水晶、花朵、叶片和垂坠珠饰组成:中心为蓝色水晶,两侧为红色水晶,配有绿色叶片、黄色和粉色花朵以及紫色/红色小饰品。使用粗犷的深色像素轮廓,呈现清晰的 16 位/32 位游戏像素渲染效果,色彩饱和,带有细小的像素高光,并在白色背景下呈现出类似透明素材的独立感。 姿势布局:在 4 列 4 行的网格中包含 16 个角色图。第 1 行:1) 双拳举起的轻微向右侧身的战斗姿态,2) 单拳微伸的直拳蓄力动作,3) 双拳上举、双脚分开的准备姿态,4) 略微向右转的防御姿态。第 2 行:5) 左拳向前的低位防御姿态,6) 带有红色弧形运动轨迹的向右直拳,7) 带有黄橙色星爆冲击效果的强力向右直拳,8) 双拳紧贴胸口的紧凑防御姿态。第 3 行:9) 提膝准备踢腿,10) 带有红橙色新月形运动轨迹的向右高侧踢,11) 带有大型黄橙色冲击爆发的侧踢落地,12) 战斗姿态变体。第 4 行:13) 双眼紧闭、头部附近有黄色冲击标记的受惊或受伤姿势,14) 张嘴、单腿抬起并带有两颗黄色小星星的后仰倒地姿势,15) 张嘴、红色水晶碎片飞溅并带有黄色小星星的强力后仰姿势,16) 单手撑地、眼神专注的蹲姿落地。 特效:仅使用三种可见特效:用于攻击的红色弧形运动轨迹、黄橙色漫画风格冲击爆发,以及细小的星星/水晶受击特效。所有特效需保持像素化,并与角色风格保持一致。 约束:素材表必须看起来像精致的复古格斗游戏角色集,而非现代矢量插画。在所有 16 个姿势中保持相同的角色设计、比例、配色和头饰细节。避免出现文字、额外角色、背景景观、模糊、像素阴影之外的渐变,或不一致的服装细节。

原始提示词

Goal: Create a clean pixel-art fighting game sprite sheet featuring one chibi adventurer character in multiple combat poses. Canvas: Square 1:1 image on a plain white background, arranged as a neat 4 by 4 grid with even spacing and no borders, labels, shadows, watermark, or UI. The final sheet contains exactly 16 separate sprites. Character design: A small chibi fighter with oversized head, short body, orange eyes, dark brown tousled hair, and a determined anime expression. The character wears a {argument name="outfit color" default="red and black"} streetwear combat outfit: red hooded jacket with black panels and zipper details, black pants with red accents, red-and-black sneakers, fingerless gloves, and a small black backpack. On the head are large red headphones and bronze steampunk goggles with red lenses. A decorative crown-like headdress sits behind the goggles, made of bright crystals, flowers, leaves, and dangling beads: blue crystal in the center, red crystals on the sides, green leaves, yellow and pink flowers, and small purple/red ornaments. Use thick dark pixel outlines, crisp 16-bit/32-bit game sprite rendering, saturated colors, tiny highlight pixels, and transparent-sprite-like isolation against white. Pose layout: Include exactly 16 sprites in a 4-column by 4-row grid. Row 1: 1) neutral fighting stance facing slightly right with both fists raised, 2) forward punch wind-up with one fist extended slightly, 3) ready stance with fists up and feet apart, 4) guarded stance turned slightly right. Row 2: 5) low guarded stance with left fist forward, 6) straight punch to the right with red curved motion trails, 7) powerful straight punch to the right with a yellow-orange starburst impact effect, 8) compact defensive stance with fists close to chest. Row 3: 9) knee raised preparing to kick, 10) high side kick to the right with red-orange crescent motion trail, 11) high side kick landing with a large yellow-orange impact burst, 12) neutral battle stance variant. Row 4: 13) hurt or startled pose with eyes squeezed shut and a small yellow impact mark near the head, 14) knocked-back falling pose with mouth open, one leg lifted, and two small yellow stars, 15) stronger knocked-back pose with mouth open, red crystal fragments flying, and small yellow stars, 16) crouched landing pose with one hand on the ground and eyes focused. Effects: Use only three visible effect types: red curved motion trails for attacks, yellow-orange comic impact bursts, and tiny star/crystal hit effects. Keep all effects pixelated and consistent with the sprite style. Constraints: The sheet must look like a polished retro fighting-game sprite set, not a modern vector illustration. Keep the same character design, scale, colors, and headdress details across all 16 poses. Avoid text, extra characters, background scenery, blur, gradients outside pixel-art shading, or inconsistent costume details.