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自然·网格·四格

自然·网格·四格
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Prompt:

2x2 grid, 16:9, do this for 4 aaa game monsters: G_tissue = (R, E_t) R = {SKULL, TORSO, LIMBS, SIGNATURE, + inferred FEET/JOINTS} E_t = { (u,v,w) | u,v touch on the body }, w = transition_band_width(u,v) -- C₁ as an edge weight EVOLVED_FUSION ⟺ ∀ (u,v,_) ∈ adjacency(body) : ∃ (u,v,w) ∈ E_t ∧ w > 0 -- every touching pair IS bridged by a real blend band (no hard seam, no missing fusion) assembled ⟺ ∃ touching (u,v) with w = 0 ∨ no edge at all -- a stitch / a gap G_skel = (B, E_s) a kinematic TREE (connected, acyclic) over bones ∀ b ∈ B : DOF(b) ∈ VALID( joint_type(b) ) ∧ girth(b) ∝ load(b) -- C₃ SIGNATURE.weapon ∈ R ⟹ ∃ b ∈ B : anchored_to(SIGNATURE, b) -- C₃: no floating feature W ⊂ R × {L,R} × {scar,chip,regrowth} -- the wear layer (C₂ + η) BIOGRAPHY ⟺ projection_L(W) ≠ projection_R(W) -- asymmetry REQUIRED (mirror broken) Render(G_tissue, G_skel, W): embed G_skel in pose -- the functional armature for (u,v,w) ∈ E_t : draw transition band of width w between u,v -- C₁, the gradient = "grew" drape tissue regions over B ; apply W on the labelled side only -- C₂ assert |implied_scale| ≡ SCALE_CUE -- C₄ -- the picture literally cannot show a seam: a seam would be a w=0 edge, excluded by EVOLVED_FUSION

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风格特征
3D渲染
20%
构图
对称
复杂度指标
复杂度
复现难度

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自然·网格·四格
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2x2 grid, 16:9, do this for 4 aaa game monsters: G_tissue = (R, E_t) R = {SKULL, TORSO, LIMBS, SIGNATURE, + inferred FEET/JOINTS} E_t = { (u,v,w) | u,...

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