Prompt 1
"PRIMARY_DIRECTIVE": "Perform a STRICT. 1:1 SCENE-LOCKED STYLE TRANSFER. The input image is a FIXED SPATIAL BLUEPRINT. You MUST preserve object count, object type, object position, scale, and perspective exactly. You are NOT allowed to invent, relocate, duplicate, or delete any object. Only re-skin and re-mesh existing objects in-place." "SCENE_ANALYSIS_PHASE": { "mandatory_step": "First, segment the reference image into discrete object siots.", "rules": [ "Detect and label every visible object: buildings, people, vehicles, trees, poles, signs, ground, sky.", "Each detected object becomes a LOCKED SLOT with fixed position, size, and orientation.", "NO object may be generated outside these slots." "IDENTITY_LOCK": { "subject": "The person's face, hair, body proportions, pose, and exact clothing silhouette must be preserved 100%. Convert to a 2002-era low-poly digital character mesh WITHOUT altering likeness, outfit, or pose.", "aspect_ratio": "ABSOLUTE LOCK. Keep the original aspect ratio, camera angle, horizon line, and depth perspective exactly." } "VICE_CITY_RESKIN_LOGIC": { "method": "For EACH locked object slot, replace ONLY its material, texture, and mesh style with a GTA Vice City (2002) equivalent of the SAME OBJECT TYPE." "object_type_mapping": { "buildings": "Only replace existing building geometry with Vice City-style Art Deco buildings of the SAME footprint and height. Do NOT add new buildings or change skyline density.", "people": "Replace each detected person with a Vice City-era NPC occupying the EXACT same position, pose, and scale. No extra NPCs." "vehicles": "Replace each detected car or motorcycle with a Vice City vehicle of the SAME category and orientation. Do NOT add traffic.", "vegetation": "Replace each detected tree with a low-poly Vice City palm tree at the EXACT same trunk position and height.", "ground": "Re-skin the existing ground area using original Vice City asphalt, pavement, or sand textures only within the detected ground region." 3, "forbidden_behavior": [ "No filling empty space with Vice City assets" "No random Miami streets", "No skyline replacement", "No scene completion or extrapolation" ••• }, "LIGHTING_AND_COLOR_LOCK": { "rule": "Lighting must be Vice City-style BUT constrained to the original light direction, shadows, and time-of-day cues from the reference image.", "variants": { "sunset": "Apply orange-purple 80s haze WITHOUT changing shadow direction or contrast structure.", "night": "Apply neon pink/cyan rim lighting ONLY where existing light sources already affect the scene." } "TECHNICAL_RENDER_SPECS": { "engine": "RenderWare Engine (2002 authentic look)." "fidelity": "Mid-to-low poly geometry, visible edges, flat shading, low-resolution textures.", "hard_limits": [ "No ray tracing" "No modern global illumination", "No depth-of-field", "No motion blur", "No cinematic post-processing" "STRICT REJECTION CRITERIA L "NO SCENE REBUILD: Do not recreate the city from Vice City maps.", "NO OBJECT DRIFT: Objects must not slide, rotate, resize, or change depth." "NO BACKGROUND SWAP: Sky, horizon, and background structures must match the reference layout.", "NO Ul: No minimap, HUD, subtitles, health bars, or text." 1, "NEGATIVE_PROMPT": "random Vice City street, generic Miami, invented buildings, extra NPCs, added cars, GTA 5, ultra HD, realistic skin, cinematic lighting, bokeh, motion blur, new background, scene extrapolation"
- Engine
- nano-banana
- Dimension
- landscape_4_3
- Gender
- female
- Age
- any




