
GTA Vice City (2002)
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Create a STRICT 1:1 SCENE-LOCKED STYLE TRANSFER.
The uploaded image is a FIXED SPATIAL BLUEPRINT.
You must preserve object count, object type, exact position, scale, orientation, camera angle, horizon line, and depth perspective.
Do NOT add, remove, duplicate, relocate, resize, or invent any objects.
Only re-skin and re-mesh existing objects in place.
Scene Analysis (Mandatory)
First, segment the reference image into discrete object slots.
Detect and lock every visible object (buildings, people, vehicles, trees, poles, signs, ground, sky).
Each object becomes a LOCKED SLOT with fixed position, size, and orientation.
No object may exist outside these slots.
Identity Lock (Critical)
The main subject’s face, hair, body proportions, pose, and exact clothing silhouette must remain 100% identical to the original.
Convert the subject into a 2002-era low-poly digital character mesh.
No beautification, reinterpretation, or pose change.
Aspect ratio, camera angle, horizon line, and perspective are ABSOLUTELY LOCKED.
GTA Vice City (2002) Reskin Logic
For each locked object slot, replace only materials, textures, and mesh style with a GTA Vice City (2002) equivalent of the SAME object type.
Object Mapping Rules
Buildings: Replace with Vice City–style Art Deco buildings using the same footprint and height. No skyline changes.
People: Replace each person with a Vice City–era NPC in the exact same pose, position, and scale.
Vehicles: Replace each detected vehicle with a Vice City vehicle of the same category and orientation.
Vegetation: Replace each tree with a low-poly Vice City palm tree at the exact same trunk position and height.
Ground: Re-skin only the detected ground area using authentic Vice City asphalt, pavement, or sand textures.
Lighting & Color Lock
Apply Vice City–style lighting while preserving the original light direction, shadow placement, and time-of-day cues.
Sunset: Orange–purple 80s haze only (no shadow changes).
Night: Neon pink/cyan rim lighting only where existing light sources already affect the scene.
Technical Rendering Specs
Engine: RenderWare (2002 authentic look)
Style: Mid-to-low poly geometry, visible edges, flat shading
Textures: Low-resolution, early-2000s console quality
Hard Limits
No ray tracing
No modern global illumination
No depth of field
No motion blur
No cinematic post-processing
Strict Rejection Rules
No scene rebuild or Vice City map recreation
No object drift (no movement, rotation, resizing, or depth change)
No background or sky replacement
No UI elements (no minimap, HUD, subtitles, health bars, or text)
Negative Prompt
Random Vice City streets, generic Miami, invented buildings, extra NPCs, added cars, ultra-HD, realistic skin, cinematic lighting, bokeh, motion blur, new background, scene extrapolation