처음에는 조금 어려울 수 있어요 😄 한 번의 프롬프트로 완성하려고 하기보다는, 먼저 전체 비율과 구조를 잡고 각 부분을 자세히 설명하면서 하나씩 다듬어가는 게 중요합니다.
저는 이런 프롬프트로 시작했어요:
Prompt:
---
Use the img2threejs 1.5 procedural reconstruction pipeline with the img2threejs-character CharacterIR pipeline.
Reconstruct the female dual-sword warrior from the attached front, three-quarter, side, rear, and face/eye images.
Use only the supplied images as visual evidence. Do not use external 3D assets, downloaded meshes, binary model files, or copied topology.
The final result must be a code-only procedural Three.js character written in TypeScript.
Target appearance:
- lean athletic female warrior
- short lavender/silver-purple bob hair
- stylized realistic face
- black cropped top
- loose red trousers
- dark brown leather belt, pouches, straps and fasteners
- gloves, knee pads, heavy boots
- dual-sword warrior equipment
- preserve the proportions, silhouette, asymmetry, colors and material response from the images
Build continuous semantic surfaces for: head, hair, torso, arms, hands, shins, trousers, boots, knee pads, belt, pouches, sheath, swords and eyes.
Eyes are critical:
- elliptical from the front
- deeply recessed into the sockets
- firmly attached to the head surface
- no floating eyeball shells
- no detached thick eyelid meshes
- no gaps or holes around the eyelids
- preserve a smooth continuous facial surface
Use semantic CharacterIR rigging:
- torso follows spine/chest
- arms follow shoulder/elbow/wrist on the correct side
- shins follow only the matching knee/ankle chain
- trousers follow hips and legs
- hair follows head/neck
- swords and rigid accessories follow explicit attachment bones
- never use distance-only skin weighting
Implement IDLE and WALK animations with smooth periodic motion. Preserve the original walk amplitude while preventing deformation tears,
inverted triangles, floating accessories, weapon stretching, knee gaps, ankle gaps, or black slits.
Generate HIGH, MEDIUM and LOW procedural quality levels. Lower levels may reduce surface resolution but must preserve closed surfaces, silhouette, eye placement and deformation continuity.
Validate in the browser from:front, three-quarter, side, rear and ±35-degree orbit cameras.
Test both IDLE and WALK across multiple animation phases, especially the rear camera. Do not claim completion from build success alone, require fresh visual captures with no visible holes, detached meshes, floating eyes, arm tearing or shin tearing.
If hidden surfaces are not visible in the references, infer them conservatively and label them as inferred. Do not pretend that unseen topology is known.
---
한번 시도해보시고 결과를 보여주세요! 같이 개선해볼 수 있을 것 같아요 👍