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Vice City Scene-Locked Reskin

NB_22367 2026-01-18 promptlibrary Content Creation
style-transfervice-citylow-poly

"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 t…

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Vice City Scene-Locked Reskin

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"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"