SESSION END 23:40 - Complete visual overhaul. New folder structure (Ground/Veg/Env). Generated final assets (Style 32 Dark-Chibi). Implemented GrassScene_Clean.js with density logic. Scene PERFECT.
This commit is contained in:
@@ -2,315 +2,33 @@
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description: NO PIXELATION - Vector-Style Smooth Lines Enforcement
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---
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# 🚫 NO PIXELATION RULE - Style 32 Smooth Lines
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**CRITICAL:** Style 32 is **NOT** pixel art! It uses smooth, vector-style lines with ZERO pixelation.
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---
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## ✅ GOLD STANDARD REFERENCE
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**MANDATORY REFERENCE:** `/references/main_characters/ana/master_reference_nobg.png`
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**Why Ana is the GOLD STANDARD:**
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- ✅ **SMOOTH, CLEAN LINES** - No stair-stepping, no chunky pixels
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- ✅ **5px THICK OUTLINES** - Consistent, sharp, vector-quality
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- ✅ **HIGH-RES RENDERING** - Fluid, polished, film-quality
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- ✅ **FLAT CEL SHADING** - Clean color fills, no pixelation
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- ✅ **SHARP EDGES** - Like vector art, not retro pixel sprites
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**THIS is Style 32. Everything else must match Ana's visual quality.**
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---
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## 🚫 WHAT IS FORBIDDEN (Pixel Art)
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### **Pixel Art Characteristics (NEVER USE):**
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- ❌ **Stair-stepping edges** (jagged diagonal lines)
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- ❌ **Chunky, blocky appearance** (visible pixel grid)
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- ❌ **Low resolution** (< 64px for characters)
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- ❌ **Dithering patterns** (checkerboard shading)
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- ❌ **Limited color palette** (8-bit/16-bit restrictions)
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- ❌ **Retro game aesthetic** (NES, SNES, Game Boy style)
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**Example of WRONG style:**
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```
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🔴 Pixelated character with visible 8x8 pixel blocks
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🔴 Diagonal lines look like stairs (█▄▀)
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🔴 Low resolution, chunky sprites
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```
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---
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## ✅ REQUIRED STYLE (Vector-Smooth, High-Res)
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### **Style 32 Smooth Characteristics:**
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#### **1. SMOOTH, ANTI-ALIASED CURVES**
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- Outline curves are fluid (like vector art)
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- No jagged edges or stair-stepping
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- Diagonal lines are smooth gradients
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- Round shapes are perfectly circular
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#### **2. HIGH-RESOLUTION RENDERING**
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- Characters: Minimum 64x64px (prefer 128x128px or higher)
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- NPCs: 64x64px to 160x160px
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- Buildings: 128x128px to 256x256px
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- Render at high resolution, downscale if needed (preserves smooth edges)
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#### **3. THICK 5px OUTLINES (SMOOTH)**
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- 5px black outlines `#000000`
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- Outlines are vector-smooth (not pixel-chunky)
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- Consistent thickness around entire shape
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- Corners are rounded, not blocky
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#### **4. FLAT CEL SHADING (CLEAN)**
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- Solid color fills (no dithering)
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- Sharp shadow boundaries (but smooth edges)
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- No pixel noise or grain texture
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- Colors are vibrant and solid
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#### **5. FILM-QUALITY POLISH**
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- Looks like animation cel (Cult of the Lamb, Don't Starve)
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- NOT like retro game sprite (Mario, Zelda classic)
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- Professional, modern indie game quality
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- Fluid, dynamic, alive
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---
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## 🔍 VISUAL COMPARISON
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### **✅ CORRECT (Ana Reference):**
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```
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Smooth outlines ───────────────► Vector-quality curves
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Thick 5px edges ───────────────► Consistent, clean
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High resolution ───────────────► 128px+, sharp details
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Flat shading ──────────────────► Solid colors, no grain
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Film quality ──────────────────► Professional, polished
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```
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### **❌ WRONG (Pixel Art):**
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```
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Jagged edges ──────────────────► Stair-stepping (█▄▀)
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Thin/blocky outlines ──────────► Inconsistent thickness
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Low resolution ────────────────► < 32px, chunky
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Dithered shading ──────────────► Checkerboard patterns
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Retro aesthetic ───────────────► Old-school 8-bit look
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```
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---
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## 🛠️ GENERATION ENFORCEMENT
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### **MANDATORY PROMPT ADDITIONS:**
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**ALWAYS include these phrases:**
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```
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"SMOOTH vector-style lines (NOT pixel art),
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anti-aliased curves, high-resolution rendering,
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thick 5px black outlines with clean edges,
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matches Ana reference quality from /references/main_characters/ana/,
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film-quality polish, NO pixelation, NO stair-stepping,
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Cult of the Lamb aesthetic (smooth, not retro)."
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```
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### **FORBIDDEN PHRASES (Never Use):**
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```
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❌ "pixel art"
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❌ "8-bit style"
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❌ "retro game sprite"
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❌ "low resolution"
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❌ "chunky pixels"
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❌ "Game Boy style"
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❌ "NES aesthetic"
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```
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---
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## 🔄 AUTO-REROLL TRIGGERS
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**IMMEDIATE REROLL if generated image has:**
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1. **Jagged diagonal lines** (stair-stepping visible)
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- Reroll with: "SMOOTH anti-aliased diagonals, NO stair-stepping"
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2. **Blocky, chunky appearance** (pixel grid visible)
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- Reroll with: "High-resolution vector-smooth, NO chunky pixels"
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3. **Thin or inconsistent outlines** (< 4px or varying thickness)
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- Reroll with: "Consistent 5px thick black outlines, smooth edges"
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4. **Low resolution** (character < 64px or looks pixelated when zoomed)
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- Reroll with: "High-resolution 128px+, film-quality rendering"
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5. **Dithering or grain texture** (checkerboard shading)
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- Reroll with: "Flat cel shading, solid colors, NO dithering"
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**Maximum 3 rerolls. If still pixelated after 3 attempts, report to user.**
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---
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## 📋 PRE-GENERATION CHECKLIST
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**BEFORE generating ANY asset:**
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- [ ] Viewed Ana reference (`master_reference_nobg.png`)
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- [ ] Understood smooth line quality required
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- [ ] Prompt includes "SMOOTH vector-style lines (NOT pixel art)"
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- [ ] Prompt includes "matches Ana reference quality"
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- [ ] Prompt includes "NO pixelation, NO stair-stepping"
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- [ ] Prompt specifies high resolution (64px+ minimum)
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- [ ] Prompt specifies 5px thick smooth outlines
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- [ ] Avoided ALL pixel art keywords
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---
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## 📋 POST-GENERATION VERIFICATION
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**AFTER generating asset:**
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1. **Zoom In Test:**
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- Zoom to 200-400%
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- Check for jagged edges or stair-stepping
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- If visible → REJECT, reroll
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2. **Outline Smoothness:**
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- Inspect outline curves
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- Must be fluid, not blocky
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- If blocky → REJECT, reroll
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3. **Compare to Ana:**
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- Side-by-side with Ana reference
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- Match line quality?
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- Match outline thickness?
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- Match overall polish?
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- If NO → REJECT, reroll
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4. **Resolution Check:**
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- Character sprites: 64px minimum (prefer 128px+)
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- Quality should survive zoom
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- If too low-res → REJECT, reroll
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---
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## 🎨 SPECIFIC ASSET TYPES
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### **Characters & NPCs:**
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- **Resolution:** 128x128px to 160x160px (high-res)
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- **Style:** Match Ana exactly (smooth, polished)
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- **Reference:** Ana's skin texture, outline quality, shading style
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### **Buildings:**
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- **Resolution:** 160x256px to 256x256px
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- **Style:** Smooth outlines, clean architecture
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- **NOT:** Minecraft-style blocky buildings
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### **Crops & Plants:**
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- **Resolution:** 64x64px minimum
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- **Style:** Smooth leaves, organic curves
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- **NOT:** Square pixel leaves
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### **UI Elements:**
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- **Resolution:** Vector-based or high-res PNG
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- **Style:** Sharp, modern, smooth
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- **NOT:** Retro pixelated UI
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### **VFX & Particles:**
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- **Resolution:** 64x64px to 128x128px
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- **Style:** Smooth glows, fluid effects
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- **NOT:** Chunky pixel sparkles
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---
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## 🚨 EMERGENCY PIXELATION FIX
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**If asset was already generated with pixelation:**
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1. **Identify Issue:**
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- "This asset is pixelated (pixel art style)"
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- "Required: Smooth vector-style like Ana reference"
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2. **Regenerate Immediately:**
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- Use corrected prompt with ALL smooth-line keywords
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- Reference Ana directly in prompt
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- Emphasize "NOT pixel art" explicitly
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3. **Compare Before/After:**
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- Old (pixelated) vs New (smooth)
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- Verify improvement
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- Only accept if matches Ana quality
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4. **Replace File:**
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- Delete pixelated version
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- Save smooth version with same filename
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- Update manifest
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---
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## 📊 QUALITY STANDARDS
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### **MINIMUM ACCEPTABLE:**
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- Resolution: 64x64px for small assets
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- Outline: 5px thick, smooth edges
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- Shading: Flat cel, no dithering
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- Style: Matches Ana's polish level
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### **PREFERRED:**
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- Resolution: 128x128px or higher
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- Outline: Perfect vector-smooth curves
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- Shading: Professional cel animation quality
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- Style: Indistinguishable from Ana reference
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### **UNACCEPTABLE:**
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- ANY visible pixelation or stair-stepping
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- Chunky, blocky appearance
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- Retro game aesthetic
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- Low-resolution sprites (< 32px)
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- Dithered or grainy textures
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---
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## 🎯 STYLE 32 = SMOOTH, NOT PIXELS
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**Remember:**
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- **Style 32** refers to the "32" in "Cult of the Lamb" inspiration (modern smooth indie)
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- **NOT** referring to "32-bit" (which could imply pixel art)
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- **ALWAYS** smooth, vector-quality, film-polished
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- **NEVER** chunky, pixelated, retro
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---
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## 📚 REFERENCE LIBRARY UPDATE
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**Ana is now PRIMARY reference for line quality:**
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- Kai, Gronk, all NPCs must match Ana's smoothness
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- Buildings, crops, all assets use Ana's line quality
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- NO exceptions
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**Secondary references (must also be smooth):**
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- Cult of the Lamb (game) - smooth indie style
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- Don't Starve (game) - vector-style characters
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- Hollow Knight (game) - clean, sharp lines
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**NOT references (these are pixel art):**
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- Stardew Valley - pixel art style
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- Terraria - pixel art style
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- Celeste - pixel art style
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---
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**ACTIVATION:** ALWAYS active (mandatory for ALL asset generation)
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**PRIORITY:** MAXIMUM - overrides everything
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**VERIFICATION:** Compare to Ana reference EVERY time
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---
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**🎯 SUMMARY:**
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1. Ana = Gold Standard (smooth, vector-quality)
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2. NO pixel art, EVER
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3. Smooth lines, high-res, film-quality
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4. Auto-reroll if pixelated
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5. Compare to Ana every time
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**EVERYTHING must look like Ana. No exceptions.**
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# VISUAL STYLE GUIDE: "CULT OF THE LAMB" AESTHETIC
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## 1. STYLE DEFINITION (Style 32)
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- **CORE INSPIRATION**: *Cult of the Lamb*, *Don't Starve* (cleaner version).
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- **TYPE**: Vector Art / 2D Smooth.
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- **LINES**: Thick, consistent BLACK outlines on all major assets.
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- **COLORS**: Flat, saturated but slightly dark/muted colors (Noir palette). No gradients unless cel-shaded.
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- **SHADING**: Hard Cel-Shading (ostri prehodi senc).
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## 2. RESOLUTION RULES (MANDATORY)
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Do not generate everything at 1024x1024. Use these target sizes:
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| Asset Type | Resolution | Notes |
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| :--- | :--- | :--- |
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| **Ground Tiles** | `512x512` | Seamless/Tileable textures. |
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| **Hero Trees (Large)**| `512x512` | Main visual anchors. |
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| **Standard Trees** | `256x256` | General vegetation. |
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| **Props / Bushes** | `128x128` or `256x256` | Small items (grass tufts, rocks). |
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| **Characters** | `256x256` | Protagonist, Zombies. |
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| **UI Icons** | `64x64` or `128x128` | Inventory items. |
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## 3. ANTI-ALIASING RULE
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- **FORBIDDEN**: Pixel Art aesthetic (jagged edges).
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- **REQUIRED**: Smooth, anti-aliased edges (Vector Look).
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- Images must look crisp and clean like an SVG export.
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## 4. WORKFLOW EXECUTION
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1. Generate larger if needed (e.g. 1024) for details.
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2. DOWNSCALE to target resolution using high-quality resampling (Lanczos).
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3. Ensure Alpha channel is clean (no halos).
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@@ -1,178 +1,32 @@
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---
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description: Strict Reference Mode - 100% Visual DNA Matching
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description: MANDATORY - Always check references before generating any assets
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---
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# 🎯 STRICT REFERENCE MODE
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# STRICT REFERENCE MODE - VISUAL DNA
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**MANDATORY WORKFLOW:** Before generating ANY new visual asset, follow these steps:
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## 1. REFERENCE LOCK
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- **LOCKED LOCATION**: `assets/references`
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- **PERMISSION**: READ-ONLY.
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- **FORBIDDEN ACTIONS**:
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- NO MOVING files out of this folder.
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- NO DELETING files from this folder.
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- NO MODIFYING files in this folder.
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- **EXCEPTION**: Any write access requires EXPLICIT USER CONFIRMATION per file.
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## ✅ STEP 1: CHECK /references/ FOLDER
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## 2. GENERATION WORKFLOW (VISUAL DNA)
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When generating NEW assets (e.g. for `assets/DEMO_FAZA1/`):
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1. **CONSULT DNA**: Look at `assets/references` to understand the style (Dark-Chibi, thick outlines, Style 32).
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2. **GENERATE**: Create the new image in `assets/TEST_GEN` or `assets/DEMO_FAZA1`.
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- **BACKGROUND**: MUST be SOLID PINK (`#FF00FF`) or GREEN (`#00FF00`) for easy keying.
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- **FORMAT**: PNG-32.
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3. **CLEANUP**: IMMEDIATELY run `remove_backgrounds.py` or equivalent tool to remove the solid background.
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4. **RESULT**: Transparent PNG (Alpha 24).
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**Before any image generation:**
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```bash
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# View ALL master references
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ls -R references/
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```
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## 3. ZERO PIXELATION RULE
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- No pixelated artifacts.
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- No loose pixels on edges.
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- Use anti-aliasing where appropriate for vector look.
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||||
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**Must view these references FIRST:**
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- `/references/main_characters/kai/master_reference.png`
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- `/references/main_characters/ana/master_reference.png`
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||||
- `/references/main_characters/gronk/master_reference.png`
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||||
- `/references/companions/zombie_scout/master_reference.png`
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||||
- `/references/npcs/*/master_reference.png` (all NPCs)
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## 4. COMMANDMENT
|
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* "Referenčna mapa je DNK projekta. Gledamo jo, spoštujemo jo, a se je ne dotikamo." *
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||||
|
||||
**Extract Visual DNA:**
|
||||
- **Outline thickness:** EXACTLY 5px solid black
|
||||
- **Proportions:** 1:1 chibi (head = body)
|
||||
- **Shading:** Flat cel shading, no gradients
|
||||
- **Colors:** Vibrant punk (neon pink, green, purple, blue)
|
||||
- **Background:** 100% transparent
|
||||
- **Aesthetic:** Cult of the Lamb style
|
||||
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||||
---
|
||||
|
||||
## ✅ STEP 2: MATCH VISUAL DNA 100%
|
||||
|
||||
**When generating new asset, prompt MUST include:**
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||||
|
||||
```
|
||||
EXACT Style 32 matching /references/:
|
||||
- THICK 5px BLACK OUTLINES (samme as Kai/Ana/Gronk)
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||||
- Chibi 1:1 proportions
|
||||
- Flat cel shading
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||||
- Vibrant colored hair [specify color]
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||||
- [X] piercings visible
|
||||
- [describe outfit matching post-apo punk]
|
||||
- Transparent background
|
||||
- Cult of the Lamb aesthetic
|
||||
```
|
||||
|
||||
**Cross-reference checklist:**
|
||||
- [ ] Outlines are 5px thick (visually compare to Kai)
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||||
- [ ] Proportions are 1:1 chibi (head = body size)
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||||
- [ ] Colors are vibrant punk (no muted tones)
|
||||
- [ ] Shading is flat (no soft gradients)
|
||||
- [ ] Background is transparent
|
||||
- [ ] Overall style matches references
|
||||
|
||||
---
|
||||
|
||||
## ✅ STEP 3: AUTO-REROLL IF MISMATCH
|
||||
|
||||
**IF generated image doesn't match references:**
|
||||
|
||||
1. **Identify mismatch:**
|
||||
- Outlines too thin? → REROLL with "THICKER 5px black outlines"
|
||||
- Colors too realistic? → REROLL with "vibrant flat colors"
|
||||
- Shading too soft? → REROLL with "flat cel shading, no gradients"
|
||||
- Wrong proportions? → REROLL with "chibi 1:1, head equals body"
|
||||
|
||||
2. **Reroll immediately:**
|
||||
```
|
||||
generate_image with CORRECTED prompt emphasizing the mismatch
|
||||
```
|
||||
|
||||
3. **Maximum 3 rerolls per asset**
|
||||
- If still doesn't match after 3 attempts, report to user
|
||||
|
||||
---
|
||||
|
||||
## ✅ STEP 4: GALLERY SYNC - SIDE-BY-SIDE COMPARISON
|
||||
|
||||
**After successful generation:**
|
||||
|
||||
1. **Copy to assets folder:**
|
||||
```bash
|
||||
cp ~/.gemini/antigravity/brain/*/[asset_name].png assets/sprites/[category]/
|
||||
```
|
||||
|
||||
2. **Create comparison artifact:**
|
||||
- Show reference image
|
||||
- Show new generated image
|
||||
- Highlight matching Visual DNA elements
|
||||
|
||||
3. **Update manifest:**
|
||||
```bash
|
||||
python3 scripts/generate_asset_manifest.py
|
||||
```
|
||||
|
||||
4. **Visual verification:**
|
||||
- Open both images side-by-side
|
||||
- Verify outline thickness matches
|
||||
- Verify color vibrancy matches
|
||||
- Verify proportions match
|
||||
|
||||
---
|
||||
|
||||
## 🚫 STRICT RULES - NO EXCEPTIONS
|
||||
|
||||
1. **NEVER generate without viewing references first**
|
||||
2. **NEVER accept mismatched visuals** (auto-reroll required)
|
||||
3. **NEVER use soft/realistic shading** (only flat cel shading)
|
||||
4. **NEVER use thin outlines** (always 5px thick black)
|
||||
5. **NEVER use muted colors** (always vibrant punk)
|
||||
|
||||
---
|
||||
|
||||
## 📋 QUALITY CONTROL CHECKLIST
|
||||
|
||||
Before marking asset as "complete":
|
||||
|
||||
- [ ] Viewed master references (Kai, Ana, Gronk, Zombie Scout)
|
||||
- [ ] Generated asset has 5px thick black outlines
|
||||
- [ ] Generated asset has 1:1 chibi proportions
|
||||
- [ ] Generated asset has flat cel shading
|
||||
- [ ] Generated asset has vibrant colors
|
||||
- [ ] Generated asset has transparent background
|
||||
- [ ] Visual comparison shows 100% match
|
||||
- [ ] Asset copied to correct folder
|
||||
- [ ] Manifest updated
|
||||
- [ ] User approved visual match
|
||||
|
||||
---
|
||||
|
||||
## 🎨 REFERENCE LIBRARY
|
||||
|
||||
**Main Characters (ALWAYS check these first):**
|
||||
- Kai: Pink+green dreadlocks, katana, leather jacket
|
||||
- Ana: Pink hair, friendly face, survivor outfit
|
||||
- Gronk: Pink dreadlocks, vape, troll features
|
||||
|
||||
**NPCs (check specific NPC reference):**
|
||||
- Ivan Kovač: Blacksmith, beard, piercings
|
||||
- Pek: Baker, apron, colored hair
|
||||
- Tehnik: Tech gear, piercings, tools
|
||||
- Šivilja: Seamstress, neon pink hair, scissors
|
||||
- Kustos: Museum curator, glasses, artifacts
|
||||
- Župan: Mayor, formal but punk
|
||||
- Arborist: Tree planter, nature gear
|
||||
- Teacher: Educator, books, punk style
|
||||
- Miro Pravnik: Lawyer, suit but punk
|
||||
- Glavni Smetar: Sanitation, gray dreads, broom
|
||||
- Priest: Gray dreads, cross tattoo, torn robes
|
||||
|
||||
---
|
||||
|
||||
## 🔄 AUTO-REROLL TRIGGERS
|
||||
|
||||
**Immediate reroll if:**
|
||||
- Outlines < 4px or > 6px
|
||||
- Proportions are NOT 1:1 chibi
|
||||
- Shading has soft gradients
|
||||
- Colors are muted/realistic
|
||||
- Background is NOT transparent
|
||||
- Style doesn't match Cult of the Lamb aesthetic
|
||||
|
||||
**Reroll prompt adjustments:**
|
||||
- Too realistic → ADD "flat cartoon cel shading"
|
||||
- Thin outlines → ADD "THICK 5px black outlines"
|
||||
- Wrong colors → ADD "vibrant neon [color]"
|
||||
- Wrong proportions → ADD "chibi 1:1, head equals body size"
|
||||
|
||||
---
|
||||
|
||||
**ACTIVATION:** Type `/strict_reference_mode` before any asset generation session
|
||||
|
||||
**STATUS:** Active until explicitly disabled
|
||||
|
||||
**PRIORITY:** MAXIMUM - overrides all other generation rules
|
||||
|
||||
Reference in New Issue
Block a user