OpenZhenZhen AI 提示词画廊 · gpt-image-2.5 · image

东方武侠浮世绘人物动态版画模板

Dynamic Ukiyo-e Woodblock Portrait of an Eastern Wuxia Hero

9:16竖幅东方武侠人物画模板:以明确成年角色、代表性武动作、视觉锚点、2–4种主色和题签文字为变量,创作传统武者绘与木版套色质感。夸张透视和动态裁切形成强烈动作轴线;暖象牙纸面、纵向题签与朱印留白统一整组系列风格。

东方武侠浮世绘人物动态版画模板 — AI image creation
东方武侠浮世绘人物动态版画模板

提示词 / Prompt

中文提示词

以用户上传的参考图作为主要可见人物的面部身份依据。在不与身份参考冲突的情况下,保留来源的场景、造型、服装、姿势、构图、光线和视觉风格。不要模仿任何影视演员的面孔或特定影视改编造型。 创作一张9:16竖幅东方武侠人物画,采用传统武者绘与木版套色视觉语言。描绘一位成年女游侠(an adult wandering swordswoman)正在挥剑斜斩(a sweeping diagonal sword cut)。让高束黑色长发与缠绕飘动朱红绸带的弧形长剑(a long black ponytail and a curved sword wrapped with streaming vermilion silk)成为标志性视觉锚点。使用成对配色朱红、墨黑、暖象牙白、灰青(vermilion, ink black, warm ivory, muted teal),主色限定为2–4种。面部仅遵循已配置身份参考ref-10a-v1,不复制任何演员或影视角色造型。 运用夸张但清晰可读的透视、强烈扭转和富有能量的动态裁切,让人物、衣袍、头发和视觉锚点构成一个醒目的整体轮廓与强烈动势。人物约占画面75%–85%;部分发丝、衣料或兵器可自然出框,但缩略图中仍须能辨认关键动作和轮廓。 采用粗细有别且清楚的黑色雕版轮廓、平面大色块、刻意风格化的人体比例和古版画式空间压缩。色彩饱满、稳定、完整;避免现代渐变、CG亮面高光和手游原画质感。至少设置一个强视觉锚点,以及一条清晰硬轴或大曲线,例如兵器、手臂、发束、衣袍、丝绸或蛇身;元素方向与连接关系明确,不随机堆叠。 背景保持低密度,以暖象牙色纸面和大面积留白为主,只加入少量山石、枯枝、远山或云气等辅助暗示。画面边缘加入传统纵向题签,准确写出江湖游侠(Wandering Swordswoman),再配小题识和1–2枚朱印。题签须像融入古画边栏的传统书法,不用现代字体、编号或UI;严格复现所给题名,不添加其他可读文字。 整体气质应武侠、怪诞、动作感强且有冲击力,具有手作粗粝感和强烈木版画张力,而非精致商业插画。线条、色彩、纸纹和整组系列处理保持统一。避免演员脸、特定影视服装、现代古装写真、手游角色立绘、动漫脸、3D渲染、摄影写实、标准静态站姿、金属CG高光、霓虹或魔法特效、复杂背景、严重黄斑做旧、随机噪点、额外标题、水印或编号。

English prompt

Use the uploaded reference image as the facial identity reference for the main visible person. Keep the source scene, styling, clothing, pose, composition, lighting and visual style unless they conflict with the identity reference. Do not imitate any film or television actor's face or a specific screen adaptation. Create a 9:16 vertical Oriental martial-arts character painting in traditional Musha-e and color-woodblock-print visual language. Depict an adult wandering swordswoman (一位成年女游侠) performing a sweeping diagonal sword cut (挥剑斜斩). Make a long black ponytail and a curved sword wrapped with streaming vermilion silk (高束黑色长发与缠绕飘动朱红绸带的弧形长剑) the signature visual anchor. Use the paired palette vermilion, ink black, warm ivory, muted teal (朱红、墨黑、暖象牙白、灰青), limited to 2–4 dominant colors. The face follows configured identity ref-10a-v1 only; do not copy any actor or screen-character styling. Use exaggerated but readable perspective, strong torsion and energetic crop so the figure, robes, hair and visual anchor form one bold silhouette with unmistakable momentum. The character fills about 75–85% of the frame; selected hair, cloth or weapon details may naturally extend beyond the edge, but the defining action and silhouette remain identifiable at thumbnail size. Render with clear black woodcut outlines of varied thickness, flat broad color blocks, deliberately stylized anatomy and ancient-print spatial compression. Keep the palette saturated, stable and complete; avoid modern gradients, glossy CG highlights and game-concept-art polish. Include one strong visual anchor and one clear hard axis or sweeping curve—such as weapon, arm, hair, robe, silk or a serpent—with connected, purposeful direction rather than random clutter. Keep the background low-density on warm ivory paper, with ample negative space and only a few supporting hints such as rocks, bare branches, distant mountains or cloud forms. Add a traditional vertical side inscription displaying exactly 江湖游侠 (Wandering Swordswoman), a small colophon and 1–2 vermilion seals. The inscription should look like integrated traditional calligraphy, not modern typography, numbering or UI; reproduce the supplied title exactly and add no other readable copy. The whole work should feel martial, uncanny, action-driven and forceful, with handmade roughness and strong woodblock-print tension rather than polished commercial illustration. Keep line, color, paper texture and series treatment coherent. No actor likeness, specific film/TV costume, modern historical-drama photography, mobile-game character art, anime face, 3D render, photographic realism, static standard stance, metallic CG shine, neon or magic effects, dense background, severe yellow aging spots, random noise, extra titles, watermark or numbering.

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