Style: flat vector illustration — clean geometric shapes, no outlines, overlapping semi-transparent forms for shading, soft gradients, generously rounded corners. Deep green-black ground with a soft green vignette. All organic and abstract forms rendered in a green family centered on #05DA54, wide lightness range from yellow-green highlights to desaturated sage and teal shadows. Objects with a known real-world color — skin, metal, white surfaces, black screens — keep that color and receive green only as rim light. Full-strength #05DA54 on a few small accents. A saturated green bloom from below acts as the light source. No green skin, no non-green accent hues, no photoreal texture or noise.
风格:扁平矢量插画——简洁几何形状,不描边,半透明形状叠加做明暗, 柔和渐变,圆角饱满。深绿黑底,四角带柔和绿色暗角。所有有机和抽象形体 用以 #05DA54 为中心的绿色家族,明度跨度大,从偏黄的高光绿到去饱和的 灰绿青绿暗部。有真实固有色的物体——皮肤、金属、白色表面、黑色屏幕—— 保留本色,只在边缘接受绿色轮廓光。满强度 #05DA54 只用在少量小面积点缀。 下方一道饱和绿辉光作为光源。禁止绿色皮肤、非绿色的彩色点缀、 写实纹理和噪点。
Convert this illustration into the following style. 1. CONTENT LOCK — highest priority The composition and meaning must not change. Keep every element in its original position, size, proportion, orientation and hierarchy. Add nothing, remove nothing, move nothing. Reproduce all text, numbers and labels exactly as they appear. This is purely a style and color conversion, not a redesign. Human skin, hands and faces must keep their natural skin tone and must never turn green. 2. OUTPUT SPEC Preserve the source image's exact aspect ratio and framing — do not crop, do not extend or outpaint, do not letterbox. High resolution, crisp clean edges, smooth banding-free gradients. No compression artifacts, no noise, no blur. 3. ILLUSTRATION STYLE Flat vector. Forms built from clean geometric shapes, filled with no outlines. Volume and shading created by overlapping semi-transparent shapes; soft gradients across large surfaces. Generously rounded corners, restrained construction, a slight sense of dimension but no photoreal 3D materiality. 4. COLOR DIRECTION 4.1 LOCAL COLOR PROTECTION — overrides 4.2. Anything whose real-world color the viewer already knows keeps that color: skin stays natural skin tone, metal stays silver-grey, white objects stay white, black screens stay black, wood, glass, water and fabric keep their own color. These objects are LIT BY the green light — they do not BECOME green. Green appears only as rim light along their edges, never as their base color. 4.2 PULL TOWARD GREEN — everything else. Foliage, organic forms, abstract shapes, backgrounds, atmosphere, decorative elements — anything without a fixed real-world color — is pulled toward brand green #05DA54, forming a hue band centered on it: yellow-leaning highlight greens, mid brand green, desaturated sage and teal-green shadows. Wide lightness range. Full-strength #05DA54 only on a few small accents. 4.3 GROUND — deep green-black #0A1210 with a subtle green vignette. Cool, never warm brown, never pure neutral black. 5. TYPOGRAPHY Keep all wording exactly as in the source. Geometric grotesque, bold, tight tracking. Headlines #E4E1DC, emphasis #05DA54, body text #CBC4BC. 6. LIGHT A saturated brand-green bloom from below acts as the scene's light source, falling off softly into the dark, with subtle rim-light on subject edges. 7. AVOID Green skin, green hands, green faces. Tinting local-color objects green. Changing the composition, element positions or text content. Changing the aspect ratio or cropping. Pure black or warm brown ground. Any non-green accent hue. Glossy plastic 3D shading. Uniform flat green with no lightness range. Photoreal texture, noise, grain or blur.
把这张插图转换为以下风格。 一、内容锁定(最高优先级) 画面的构成和含义完全不变。所有元素的位置、大小、比例、朝向、层级关系 保持原样,不增加、不删减、不移动任何元素。所有文字内容、数字、标签 一字不改。这是一次纯粹的风格与颜色转换,不是重新设计。 人的皮肤、手、脸必须保持自然肤色,绝不能变成绿色。 二、输出规格 严格保持原图的画幅比例和构图范围,不裁切、不外扩、不加黑边。 高分辨率,边缘锐利干净,渐变平滑无断层,无压缩噪点、无杂色、无模糊。 三、插画风格 扁平矢量。形体由简洁的几何形状构成,填充不描边。用半透明形状叠加产生 明暗与体积,大面积使用柔和渐变。转角圆润饱满,造型干净克制, 带轻微的立体角度但不做写实的三维质感。 四、颜色走向 4.1 固有色保护(优先级高于 4.2):凡是观众已知真实颜色的东西保留本色—— 皮肤保持自然肤色,金属保持银灰,白色物体保持白色,黑色屏幕保持黑色, 木头、玻璃、水、织物各自保持固有色。这些物体是被绿光「照到」, 而不是「变成绿色」,绿色只出现在边缘轮廓光上,绝不作为主体颜色。 4.2 绿色靠拢(4.1 之外的一切):植物、有机形体、抽象图形、背景、氛围、 装饰元素等没有固定真实颜色的东西,全部往品牌绿 #05DA54 靠拢, 形成以它为中心的绿色色相带:偏黄的高光绿、中间的品牌绿、去饱和的 灰绿与青绿暗部。明度跨度要大。满强度 #05DA54 只用在少量小面积点缀。 4.3 底色:深绿黑 #0A1210,四角带轻微绿色暗角。偏冷,不要暖褐, 不要纯中性黑。 五、文字 文字内容与原图完全一致。几何无衬线,加粗,字距收紧。 标题 #E4E1DC,强调 #05DA54,正文 #CBC4BC。 六、光 下方一道饱和的品牌绿辉光作为场景光源,向暗部柔和衰减, 主体边缘带轻微轮廓光。 七、禁止 绿色的皮肤、绿色的手、绿色的人脸。把有固有色的物体整体染绿。 改变构图、元素位置或文字内容。改变画幅比例或裁切画面。 纯黑或暖褐底色。任何非绿色的彩色点缀。塑料质感的 3D 高光。 全图一片平绿、没有明度跨度。写实纹理、噪点、颗粒、模糊。