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Retro Source Engine 3D Game Style

A prompt that transforms real photos into early 2000s Source Engine 3D game screenshots, capturing the distinct low-poly and low-res aesthetic of titles like Half-Life 2.

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Retro Source Engine 3D Game Style Images 1Retro Source Engine 3D Game Style Images 2
Full prompt2 editable parameters · 398 characters
帮我把这张照片重制为风格的 3D 游戏截图。保留原图的主体、构图、视角和场景布局,但把整个画面重新诠释为中的场景。整体不是简单滤镜,而是像把现实照片“重新建模”成一张老游戏截图。画面角色能清晰的看到低多边面的棱角,角色五官不要出现任何圆润的图形,全部用棱角或多边形代替;画面添加杂色,纹理极细的低像素格子,轻微色差效果渲染。风格要求: 3D建模:所有物体、角色、树木、岩石、建筑都呈现明显的**低多边形(Low-Poly)**建模感,边缘略硬,几何感明显 。模仿《半条命》(Half-Life)或Garry'sMod的早期视觉质感;材质贴图:使用低分辨率(Low-Res)纹理,贴图略糊、略重复、细节有限,带有早期游戏资产的粗糙感 。光影效果:模拟早期引擎特有的混乱、生硬光影、略不自然的光照;

Prompt variants

originalzh2 editable parameters · 398 characters
帮我把这张照片重制为风格的 3D 游戏截图。保留原图的主体、构图、视角和场景布局,但把整个画面重新诠释为中的场景。整体不是简单滤镜,而是像把现实照片“重新建模”成一张老游戏截图。画面角色能清晰的看到低多边面的棱角,角色五官不要出现任何圆润的图形,全部用棱角或多边形代替;画面添加杂色,纹理极细的低像素格子,轻微色差效果渲染。风格要求: 3D建模:所有物体、角色、树木、岩石、建筑都呈现明显的**低多边形(Low-Poly)**建模感,边缘略硬,几何感明显 。模仿《半条命》(Half-Life)或Garry'sMod的早期视觉质感;材质贴图:使用低分辨率(Low-Res)纹理,贴图略糊、略重复、细节有限,带有早期游戏资产的粗糙感 。光影效果:模拟早期引擎特有的混乱、生硬光影、略不自然的光照;
translateden2 editable parameters · 1,131 characters
Remake this photo into a 3D game screenshot in the style of . Keep the subject, composition, perspective, and layout of the original image, but reinterpret the entire scene as being in . This is not just a filter; it's like 're-modeling' a real photo into an old game screenshot. The characters' features should clearly show low-poly edges; do not use any rounded shapes for the facial features, replacing them with sharp angles or polygons. Add noise to the image, extremely fine low-pixel grids, and a slight chromatic aberration effect. Style requirements: 3D Modeling: All objects, characters, trees, rocks, and buildings should have a distinct **Low-Poly** feel with slightly hard edges and clear geometry. Imitate the early visual texture of Half-Life or Garry's Mod. Texture Mapping: Use low-resolution (Low-Res) textures that are slightly blurry, repetitive, and have limited detail, carrying the rough feel of early game assets. Lighting Effects: Simulate the unique chaotic, harsh, and slightly unnatural lighting of early game engines.