Orbital Home

A miniature habitat in orbit: sleeping bag, hydroponic greens and floating trinkets, with sunlight flooding in every 90 seconds. Copy the prompt to remix.

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Start with this prompt

Generate an isometric 3D space-station habitat scene.

Mars Base Swap

Moves the habitat from orbit to the Mars surface.

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# Orbital Home · Space Station Living Module — Roll Prompt

Build an "Orbital Home · Space Station Living Module" isometric miniature module web page, viewed from an orthographic isometric angle — not perspective, but a model-box axonometric view — like a collectible model box that can be drag-rotated and zoomed, with no UI elements. The first screen uses the classic isometric angle: looking down at 45° from the open side of the module, showing both the inside of the curved hull wall and the entire cabin floor at once. **Hard requirement for the first-screen composition: the large circular porthole and the Earth inside it must be directly visible in the first frame and occupy the visual center** (refer to the composition of style_ref.png — the porthole is on the hull wall facing the viewer, not on the end hatches or in a blind spot); the viewer's first glance must be struck by the contrast of "small cabin + huge Earth".

**Style definition:** low-poly miniature model style + refined textures: simple geometry, crisp edges, slightly chibi proportions (equipment slightly rounded and chunky), but every surface has real material detail — rivets and seams on metal hull walls, sleeping-bag fabric, screen pixels, paper book spines, plant leaves. **No cel-shaded outlines, no photorealistic PBR reflections, no plasticky feel.** Atmosphere: quiet, healing, a romantic kind of loneliness — one person living in orbit 400 km above Earth; warm inside the cabin, black outside, with only the Earth glowing in the porthole.

**Module structure:** a capsule-shaped module split lengthwise (at a perceived scale of about 8×4 m with a 2.5 m interior height), keeping only the rear curved hull wall and the cabin floor; the wall and floor have thickness, and the cut reveals a cross-section (the sandwich structure is visible in the cut face). The hull wall is rounded metal panels + rivets + ring stiffeners. **The large circular porthole sits at the right third of the rear curved hull wall** (with a heavy frame, about 1.5 m in diameter, directly visible from the first-screen isometric view — it is the protagonist of the scene and the composition anchor); two small round portholes on the left wall. The cabin floor is anti-slip grating with a warm-white light strip embedded down the center. Each end of the module has a circular hatch (closed, with a small viewing window).

**Detail density (hard requirement, with style_ref.png as the passing bar):** the reference's look comes from density, not from individual exquisite pieces. Every surface needs three layers of detail — secondary details visible from a distance: hull access panels, rivet arrays, warning labels and number decals (e.g. "04", "O2", "CAUTION"), cable bundles fixed with zip ties, ventilation grilles, wear and usage marks; tertiary details visible after click-to-focus: fabric weave, text on paper, water droplets on leaves, screen pixels, reflections on a cup. No large "blank bare panels" are allowed on the hull walls — any 1×1 m patch of wall must have at least 3 detail items (panels / labels / piping / rivet rows / hanging items). Match the reference for the amount of everyday clutter: photos, sticky notes, magnets, pens, notebooks, cups, tools, food pouches... enough to feel like "someone has really lived here for half a year".

**Furnishings (by zone, arranged as if an astronaut truly lives here):**
- Sleep zone (left end): a vertical sleeping bag hanging on the wall (zipper half open, pillow visible inside), a small partition panel beside it with several family photos and a handwritten note taped to it, and a small reading lamp (glowing warm)
- Work zone (right wall, below the large porthole): a folding work desk with a laptop on it — screen on, showing an orbital-parameter monitoring interface (dark background, blue-green data curves and numbers, clearly aerospace data); a pair of hanging noise-cancelling headphones, an insulated bottle stuck to the desk with hook-and-loop fastener, a pen **floating** above the desk slowly spinning, an open technical manual also floating, and a few sheets of drawings clipped to the hull wall
- Observation seat (directly in front of the large porthole): a fixed reclining seat facing the porthole, with a control panel on the armrest (a few glowing buttons) — the dedicated "watch the Earth" spot
- Greenery corner (between the small portholes on the left wall): a small hydroponic rack with two or three tiers of lush lettuce/basil, a row of pink-purple grow lights on top of the rack (lit, serving as the cabin's second light source), water droplets on the leaves
- Fitness corner (beside the right-end hatch): a stationary exercise bike fixed to the floor, sweat-absorbing tape wrapped on the handlebars, a towel hanging on the wall above
- Storage and bits: a row of nylon mesh storage pockets on the wall (stuffed with food pouches, tools, a Rubik's cube); several pieces of clothing fixed to the ceiling with hook-and-loop; a fire extinguisher and a first-aid kit fixed to the wall; hook-and-loop slippers on the floor; various cables routed along the walls with tidy zip ties; indicator lights blinking on equipment panels
- Floating small objects (one of the souls of this case): slowly drifting in the cabin air — a pen, a book, a pair of wireless earbuds, a small water droplet that escaped from the grow rack, a cookie crumb, each slowly tumbling and drifting

**Lighting and atmosphere (the core of this case; it must produce a "dizzy, slumped-in-the-seat" feeling):** outside the large porthole is **Earth** — the curved Earth fills most of the porthole view, with the blue edge glow of the atmosphere, clouds, oceans, and landmasses visible. The module is in orbit and **completes a full day-night cycle every 90 seconds** (compressing the real 90 minutes into 90 seconds): when the Earth's sunlit side faces the module, blinding sunlight pours through the porthole, casting a crisp, sharp circular porthole light spot inside, and the cabin is brightly lit; after flying into Earth's shadow, the sunlight disappears and the view switches to Earth's night side — golden city-light networks spread across the continents like blood vessels, and the cabin is left with only warm interior lighting, the pink-purple of the grow lights, and a touch of cold blue earthshine falling on the porthole frame. The few seconds when sunlight floods in are the highlight of the whole piece — it must be "dazzlingly" bright, bright enough to make you squint. The main cabin lighting is the warm-white light strip; the sleep-zone reading lamp, the grow lights, and equipment indicators are accent lights. The cold (Earth blue, grow-light purple) vs warm (cabin light strip, sunlight) contrast is the tonal foundation of the whole image. **Both "signature shots" must hold up**: Day — sunlight pours through the porthole, the light spot is sharp, the cabin brightly lit, the highlights leaning warm-white; Night — only the warm-yellow reading lamp, the laptop screen glow, and the pink-purple grow lights remain, a ring of cold blue earthshine falls on the heavy porthole frame, the cold-warm boundary clearly visible, shadows going deep but never dead black.

**Materials (hard requirement, not optional):** all surfaces must use generated image textures for refined materials — no flat solid colors: metal hull walls (matte white baked paint + fine scratches and seams), floor grating, sleeping-bag fabric, desk surface, screen content (orbital monitoring interface with clearly readable data curves), photos and notes, grow-rack metal and leaves, hook-and-loop and webbing, cable wrapping. All text must be sharp and legible. Use equirectangular projection textures for Earth (clouds, oceans, landmasses, and night city lights — two maps: day side and night side), with a glowing blue halo at the edge of the atmosphere. Move the setting from low Earth orbit to a Mars surface base: replace the Earth outside the porthole with a red desert horizon and dusty pink sky, add a spacesuit rack and a sample-analysis bench inside, shift the lighting to a warm orange dust-toned mood, and change the day-night cycle to a Mars sol compressed into 120 seconds. **Motion (continuous, restrained):** floating objects (pen / book / earbuds / water droplet / cookie crumb) slowly tumble and drift forever, never stopping, never colliding; the data curves on the laptop screen scroll slowly; the grow lights breathe extremely subtly; equipment indicators blink at their own rhythms; the sleeping-bag zipper pull sways slightly; the Earth moves slowly in the porthole (the module is flying); city-light networks flow slowly across the porthole as the Earth turns.

**Camera:** orthographic isometric view, drag to rotate (limited to angles that keep the cabin interior readable) and zoom; the first screen is the standard isometric angle.

**Interactions (one of the highlights of this case — must feel smooth and romantic):**
- **Click to focus**: click any major object in the cabin (work desk, sleeping bag, grow rack, observation seat, exercise bike...) → the camera smoothly zooms in to focus on it for inspecting details; click empty space or click again → return to the isometric overview
- **Timeline drag**: press and drag the Earth in the large porthole left/right → manually scrub orbital time, fast-forwarding to the moment sunlight pours in, or stopping at the most beautiful angle of Earth's night side; on release, the automatic flow resumes from that moment
- **Click the large porthole**: toggle "fast-forward mode" — the day-night cycle accelerates to 15 seconds per orbit, and Earth's light and shadow sweep rapidly through the cabin (this is the clip-worthy moment for screen recordings); click again to return to 90 seconds
- **Pick up floaters**: when the mouse approaches the floating pen, it dodges slightly as if disturbed by airflow; click it and it spins around
- **Grow lights**: click to turn them off (the greenery corner darkens and the cabin mood changes immediately), click again to turn them back on
- **Cabin light strip**: click to switch to "night-flight mode" — the main light strip goes out, leaving only the reading lamp, screen glow, indicators, and Earth light from the porthole; the whole module sinks into quiet blue-black; click again to restore
- Default state: automatic 90-second day-night cycle, light strip on, grow lights on, floaters drifting

**Style reference:** `style_ref.png` in this folder is the mood reference — the isometric composition (porthole + Earth facing the viewer, occupying the visual center), the cutaway capsule form, the color palette, the cold-warm contrast, the model-box texture, and the **detail density** are all governed by it (element placement does not need to match exactly; furnishings follow this document). For self-checks, compare directly: put the first-screen screenshot side by side with style_ref.png; if the density and mood at first glance are clearly below the reference, keep adding detail and tuning the lighting until they reach the same level.

**Earth texture assets:** `earth_day.png` and `earth_night.png` in this folder are pre-generated equirectangular Earth textures (2048×1024, day side and night side, consistent continent distribution, ready for day-night transition blending) — use these two first; after mapping them onto the sphere, check the left-right seam and pole stretching, and if unsatisfactory, regenerate following the ai-texture equirect spec (2:1, horizon vertically centered, seamless left-right).

**Implementation split:** everything inside the cabin must be real 3D geometry; the Earth outside the large porthole must be implemented with a 3D sphere + equirectangular textures (day and night maps) — a flat background image is not allowed; the small portholes show the same Earth from different angles. The atmosphere edge glow and the sunlight spot are implemented with shaders/light effects.

**Process (confirm piece by piece; wait for my confirmation after each step before continuing):** build in parts first and send me one screenshot of each for review: ① module structure (curved hull wall, floor, large porthole, hatches, cross-section) + the Earth (day side) outside the large porthole + the sunlight spot pouring in; ② the work zone and observation seat (screen on, floaters present); ③ sleep zone, greenery corner, fitness corner, and storage clutter. After my confirmation, assemble, add motion and interactions, and tune the day-night cycle.

**Modeling division of labor (dispatch sub-agents):** dispatch one sub-agent per group from the piece-by-piece confirmation above — each sub-agent models every item in its group with polish, generates textures, self-checks with its own screenshots, and only delivers after meeting the bar; you first define unified specs (scale, placement, style, material approach), then integrate, run overall self-checks, and confirm with me piece by piece per the process above. Collaborate according to the piece-based collaboration rules in the threejs skill. If your runtime does not support dispatching sub-agents, complete each group yourself following the same division of labor.

**Deliverables:** a web page that can be deployed and opened directly; plus five still large images (first-screen isometric panorama — Earth day side / first-screen isometric panorama — Earth night-side city lights / click-focused on the work zone / night-flight mode / the instant sunlight sweeps through the cabin in fast-forward mode).

**Visual self-check (hard requirement):** the process must include visual self-checks: follow the threejs skill's screenshot self-check rules and read the images yourself — ① first-screen composition: are the porthole + Earth directly visible, and are they the visual center; ② detail density: side-by-side with style_ref.png, is the density at the same level, and are there any "blank bare panels" on the walls; ③ do the day and night lighting moods and the cold-warm boundary each hold up; ④ is the sunlight spot sharp and realistic, and are the Earth textures clear (clouds / city-light networks); ⑤ are texture details and text sharp, and are the floaters' positions natural. Screenshot every interaction state (focus / fast-forward / night-flight / picking up floaters); if unsatisfied, adjust and redo.

Create an /output folder and put all deliverables into /output. If there are assets, create an /assets folder inside /output and put them there.
Exterior View Mode

Adds a camera mode outside the capsule above Earth.

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# Orbital Home · Space Station Living Module — Roll Prompt

Build an "Orbital Home · Space Station Living Module" isometric miniature module web page, viewed from an orthographic isometric angle — not perspective, but a model-box axonometric view — like a collectible model box that can be drag-rotated and zoomed, with no UI elements. The first screen uses the classic isometric angle: looking down at 45° from the open side of the module, showing both the inside of the curved hull wall and the entire cabin floor at once. **Hard requirement for the first-screen composition: the large circular porthole and the Earth inside it must be directly visible in the first frame and occupy the visual center** (refer to the composition of style_ref.png — the porthole is on the hull wall facing the viewer, not on the end hatches or in a blind spot); the viewer's first glance must be struck by the contrast of "small cabin + huge Earth".

**Style definition:** low-poly miniature model style + refined textures: simple geometry, crisp edges, slightly chibi proportions (equipment slightly rounded and chunky), but every surface has real material detail — rivets and seams on metal hull walls, sleeping-bag fabric, screen pixels, paper book spines, plant leaves. **No cel-shaded outlines, no photorealistic PBR reflections, no plasticky feel.** Atmosphere: quiet, healing, a romantic kind of loneliness — one person living in orbit 400 km above Earth; warm inside the cabin, black outside, with only the Earth glowing in the porthole.

**Module structure:** a capsule-shaped module split lengthwise (at a perceived scale of about 8×4 m with a 2.5 m interior height), keeping only the rear curved hull wall and the cabin floor; the wall and floor have thickness, and the cut reveals a cross-section (the sandwich structure is visible in the cut face). The hull wall is rounded metal panels + rivets + ring stiffeners. **The large circular porthole sits at the right third of the rear curved hull wall** (with a heavy frame, about 1.5 m in diameter, directly visible from the first-screen isometric view — it is the protagonist of the scene and the composition anchor); two small round portholes on the left wall. The cabin floor is anti-slip grating with a warm-white light strip embedded down the center. Each end of the module has a circular hatch (closed, with a small viewing window).

**Detail density (hard requirement, with style_ref.png as the passing bar):** the reference's look comes from density, not from individual exquisite pieces. Every surface needs three layers of detail — secondary details visible from a distance: hull access panels, rivet arrays, warning labels and number decals (e.g. "04", "O2", "CAUTION"), cable bundles fixed with zip ties, ventilation grilles, wear and usage marks; tertiary details visible after click-to-focus: fabric weave, text on paper, water droplets on leaves, screen pixels, reflections on a cup. No large "blank bare panels" are allowed on the hull walls — any 1×1 m patch of wall must have at least 3 detail items (panels / labels / piping / rivet rows / hanging items). Match the reference for the amount of everyday clutter: photos, sticky notes, magnets, pens, notebooks, cups, tools, food pouches... enough to feel like "someone has really lived here for half a year".

**Furnishings (by zone, arranged as if an astronaut truly lives here):**
- Sleep zone (left end): a vertical sleeping bag hanging on the wall (zipper half open, pillow visible inside), a small partition panel beside it with several family photos and a handwritten note taped to it, and a small reading lamp (glowing warm)
- Work zone (right wall, below the large porthole): a folding work desk with a laptop on it — screen on, showing an orbital-parameter monitoring interface (dark background, blue-green data curves and numbers, clearly aerospace data); a pair of hanging noise-cancelling headphones, an insulated bottle stuck to the desk with hook-and-loop fastener, a pen **floating** above the desk slowly spinning, an open technical manual also floating, and a few sheets of drawings clipped to the hull wall
- Observation seat (directly in front of the large porthole): a fixed reclining seat facing the porthole, with a control panel on the armrest (a few glowing buttons) — the dedicated "watch the Earth" spot
- Greenery corner (between the small portholes on the left wall): a small hydroponic rack with two or three tiers of lush lettuce/basil, a row of pink-purple grow lights on top of the rack (lit, serving as the cabin's second light source), water droplets on the leaves
- Fitness corner (beside the right-end hatch): a stationary exercise bike fixed to the floor, sweat-absorbing tape wrapped on the handlebars, a towel hanging on the wall above
- Storage and bits: a row of nylon mesh storage pockets on the wall (stuffed with food pouches, tools, a Rubik's cube); several pieces of clothing fixed to the ceiling with hook-and-loop; a fire extinguisher and a first-aid kit fixed to the wall; hook-and-loop slippers on the floor; various cables routed along the walls with tidy zip ties; indicator lights blinking on equipment panels
- Floating small objects (one of the souls of this case): slowly drifting in the cabin air — a pen, a book, a pair of wireless earbuds, a small water droplet that escaped from the grow rack, a cookie crumb, each slowly tumbling and drifting

**Lighting and atmosphere (the core of this case; it must produce a "dizzy, slumped-in-the-seat" feeling):** outside the large porthole is **Earth** — the curved Earth fills most of the porthole view, with the blue edge glow of the atmosphere, clouds, oceans, and landmasses visible. The module is in orbit and **completes a full day-night cycle every 90 seconds** (compressing the real 90 minutes into 90 seconds): when the Earth's sunlit side faces the module, blinding sunlight pours through the porthole, casting a crisp, sharp circular porthole light spot inside, and the cabin is brightly lit; after flying into Earth's shadow, the sunlight disappears and the view switches to Earth's night side — golden city-light networks spread across the continents like blood vessels, and the cabin is left with only warm interior lighting, the pink-purple of the grow lights, and a touch of cold blue earthshine falling on the porthole frame. The few seconds when sunlight floods in are the highlight of the whole piece — it must be "dazzlingly" bright, bright enough to make you squint. The main cabin lighting is the warm-white light strip; the sleep-zone reading lamp, the grow lights, and equipment indicators are accent lights. The cold (Earth blue, grow-light purple) vs warm (cabin light strip, sunlight) contrast is the tonal foundation of the whole image. **Both "signature shots" must hold up**: Day — sunlight pours through the porthole, the light spot is sharp, the cabin brightly lit, the highlights leaning warm-white; Night — only the warm-yellow reading lamp, the laptop screen glow, and the pink-purple grow lights remain, a ring of cold blue earthshine falls on the heavy porthole frame, the cold-warm boundary clearly visible, shadows going deep but never dead black.

**Materials (hard requirement, not optional):** all surfaces must use generated image textures for refined materials — no flat solid colors: metal hull walls (matte white baked paint + fine scratches and seams), floor grating, sleeping-bag fabric, desk surface, screen content (orbital monitoring interface with clearly readable data curves), photos and notes, grow-rack metal and leaves, hook-and-loop and webbing, cable wrapping. All text must be sharp and legible. Use equirectangular projection textures for Earth (clouds, oceans, landmasses, and night city lights — two maps: day side and night side), with a glowing blue halo at the edge of the atmosphere. Add an exterior-view button: clicking it moves the camera outside to show the whole capsule module floating above Earth with slowly rotating solar panels; click again to return inside. In exterior mode, Earth fills the lower half of the frame and stars drift slowly. **Motion (continuous, restrained):** floating objects (pen / book / earbuds / water droplet / cookie crumb) slowly tumble and drift forever, never stopping, never colliding; the data curves on the laptop screen scroll slowly; the grow lights breathe extremely subtly; equipment indicators blink at their own rhythms; the sleeping-bag zipper pull sways slightly; the Earth moves slowly in the porthole (the module is flying); city-light networks flow slowly across the porthole as the Earth turns.

**Camera:** orthographic isometric view, drag to rotate (limited to angles that keep the cabin interior readable) and zoom; the first screen is the standard isometric angle.

**Interactions (one of the highlights of this case — must feel smooth and romantic):**
- **Click to focus**: click any major object in the cabin (work desk, sleeping bag, grow rack, observation seat, exercise bike...) → the camera smoothly zooms in to focus on it for inspecting details; click empty space or click again → return to the isometric overview
- **Timeline drag**: press and drag the Earth in the large porthole left/right → manually scrub orbital time, fast-forwarding to the moment sunlight pours in, or stopping at the most beautiful angle of Earth's night side; on release, the automatic flow resumes from that moment
- **Click the large porthole**: toggle "fast-forward mode" — the day-night cycle accelerates to 15 seconds per orbit, and Earth's light and shadow sweep rapidly through the cabin (this is the clip-worthy moment for screen recordings); click again to return to 90 seconds
- **Pick up floaters**: when the mouse approaches the floating pen, it dodges slightly as if disturbed by airflow; click it and it spins around
- **Grow lights**: click to turn them off (the greenery corner darkens and the cabin mood changes immediately), click again to turn them back on
- **Cabin light strip**: click to switch to "night-flight mode" — the main light strip goes out, leaving only the reading lamp, screen glow, indicators, and Earth light from the porthole; the whole module sinks into quiet blue-black; click again to restore
- Default state: automatic 90-second day-night cycle, light strip on, grow lights on, floaters drifting

**Style reference:** `style_ref.png` in this folder is the mood reference — the isometric composition (porthole + Earth facing the viewer, occupying the visual center), the cutaway capsule form, the color palette, the cold-warm contrast, the model-box texture, and the **detail density** are all governed by it (element placement does not need to match exactly; furnishings follow this document). For self-checks, compare directly: put the first-screen screenshot side by side with style_ref.png; if the density and mood at first glance are clearly below the reference, keep adding detail and tuning the lighting until they reach the same level.

**Earth texture assets:** `earth_day.png` and `earth_night.png` in this folder are pre-generated equirectangular Earth textures (2048×1024, day side and night side, consistent continent distribution, ready for day-night transition blending) — use these two first; after mapping them onto the sphere, check the left-right seam and pole stretching, and if unsatisfactory, regenerate following the ai-texture equirect spec (2:1, horizon vertically centered, seamless left-right).

**Implementation split:** everything inside the cabin must be real 3D geometry; the Earth outside the large porthole must be implemented with a 3D sphere + equirectangular textures (day and night maps) — a flat background image is not allowed; the small portholes show the same Earth from different angles. The atmosphere edge glow and the sunlight spot are implemented with shaders/light effects.

**Process (confirm piece by piece; wait for my confirmation after each step before continuing):** build in parts first and send me one screenshot of each for review: ① module structure (curved hull wall, floor, large porthole, hatches, cross-section) + the Earth (day side) outside the large porthole + the sunlight spot pouring in; ② the work zone and observation seat (screen on, floaters present); ③ sleep zone, greenery corner, fitness corner, and storage clutter. After my confirmation, assemble, add motion and interactions, and tune the day-night cycle.

**Modeling division of labor (dispatch sub-agents):** dispatch one sub-agent per group from the piece-by-piece confirmation above — each sub-agent models every item in its group with polish, generates textures, self-checks with its own screenshots, and only delivers after meeting the bar; you first define unified specs (scale, placement, style, material approach), then integrate, run overall self-checks, and confirm with me piece by piece per the process above. Collaborate according to the piece-based collaboration rules in the threejs skill. If your runtime does not support dispatching sub-agents, complete each group yourself following the same division of labor.

**Deliverables:** a web page that can be deployed and opened directly; plus five still large images (first-screen isometric panorama — Earth day side / first-screen isometric panorama — Earth night-side city lights / click-focused on the work zone / night-flight mode / the instant sunlight sweeps through the cabin in fast-forward mode).

**Visual self-check (hard requirement):** the process must include visual self-checks: follow the threejs skill's screenshot self-check rules and read the images yourself — ① first-screen composition: are the porthole + Earth directly visible, and are they the visual center; ② detail density: side-by-side with style_ref.png, is the density at the same level, and are there any "blank bare panels" on the walls; ③ do the day and night lighting moods and the cold-warm boundary each hold up; ④ is the sunlight spot sharp and realistic, and are the Earth textures clear (clouds / city-light networks); ⑤ are texture details and text sharp, and are the floaters' positions natural. Screenshot every interaction state (focus / fast-forward / night-flight / picking up floaters); if unsatisfied, adjust and redo.

Create an /output folder and put all deliverables into /output. If there are assets, create an /assets folder inside /output and put them there.
Pomodoro Mode

Turns the cabin into a 25-minute focus timer scene.

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# Orbital Home · Space Station Living Module — Roll Prompt

Build an "Orbital Home · Space Station Living Module" isometric miniature module web page, viewed from an orthographic isometric angle — not perspective, but a model-box axonometric view — like a collectible model box that can be drag-rotated and zoomed, with no UI elements. The first screen uses the classic isometric angle: looking down at 45° from the open side of the module, showing both the inside of the curved hull wall and the entire cabin floor at once. **Hard requirement for the first-screen composition: the large circular porthole and the Earth inside it must be directly visible in the first frame and occupy the visual center** (refer to the composition of style_ref.png — the porthole is on the hull wall facing the viewer, not on the end hatches or in a blind spot); the viewer's first glance must be struck by the contrast of "small cabin + huge Earth".

**Style definition:** low-poly miniature model style + refined textures: simple geometry, crisp edges, slightly chibi proportions (equipment slightly rounded and chunky), but every surface has real material detail — rivets and seams on metal hull walls, sleeping-bag fabric, screen pixels, paper book spines, plant leaves. **No cel-shaded outlines, no photorealistic PBR reflections, no plasticky feel.** Atmosphere: quiet, healing, a romantic kind of loneliness — one person living in orbit 400 km above Earth; warm inside the cabin, black outside, with only the Earth glowing in the porthole.

**Module structure:** a capsule-shaped module split lengthwise (at a perceived scale of about 8×4 m with a 2.5 m interior height), keeping only the rear curved hull wall and the cabin floor; the wall and floor have thickness, and the cut reveals a cross-section (the sandwich structure is visible in the cut face). The hull wall is rounded metal panels + rivets + ring stiffeners. **The large circular porthole sits at the right third of the rear curved hull wall** (with a heavy frame, about 1.5 m in diameter, directly visible from the first-screen isometric view — it is the protagonist of the scene and the composition anchor); two small round portholes on the left wall. The cabin floor is anti-slip grating with a warm-white light strip embedded down the center. Each end of the module has a circular hatch (closed, with a small viewing window).

**Detail density (hard requirement, with style_ref.png as the passing bar):** the reference's look comes from density, not from individual exquisite pieces. Every surface needs three layers of detail — secondary details visible from a distance: hull access panels, rivet arrays, warning labels and number decals (e.g. "04", "O2", "CAUTION"), cable bundles fixed with zip ties, ventilation grilles, wear and usage marks; tertiary details visible after click-to-focus: fabric weave, text on paper, water droplets on leaves, screen pixels, reflections on a cup. No large "blank bare panels" are allowed on the hull walls — any 1×1 m patch of wall must have at least 3 detail items (panels / labels / piping / rivet rows / hanging items). Match the reference for the amount of everyday clutter: photos, sticky notes, magnets, pens, notebooks, cups, tools, food pouches... enough to feel like "someone has really lived here for half a year".

**Furnishings (by zone, arranged as if an astronaut truly lives here):**
- Sleep zone (left end): a vertical sleeping bag hanging on the wall (zipper half open, pillow visible inside), a small partition panel beside it with several family photos and a handwritten note taped to it, and a small reading lamp (glowing warm)
- Work zone (right wall, below the large porthole): a folding work desk with a laptop on it — screen on, showing an orbital-parameter monitoring interface (dark background, blue-green data curves and numbers, clearly aerospace data); a pair of hanging noise-cancelling headphones, an insulated bottle stuck to the desk with hook-and-loop fastener, a pen **floating** above the desk slowly spinning, an open technical manual also floating, and a few sheets of drawings clipped to the hull wall
- Observation seat (directly in front of the large porthole): a fixed reclining seat facing the porthole, with a control panel on the armrest (a few glowing buttons) — the dedicated "watch the Earth" spot
- Greenery corner (between the small portholes on the left wall): a small hydroponic rack with two or three tiers of lush lettuce/basil, a row of pink-purple grow lights on top of the rack (lit, serving as the cabin's second light source), water droplets on the leaves
- Fitness corner (beside the right-end hatch): a stationary exercise bike fixed to the floor, sweat-absorbing tape wrapped on the handlebars, a towel hanging on the wall above
- Storage and bits: a row of nylon mesh storage pockets on the wall (stuffed with food pouches, tools, a Rubik's cube); several pieces of clothing fixed to the ceiling with hook-and-loop; a fire extinguisher and a first-aid kit fixed to the wall; hook-and-loop slippers on the floor; various cables routed along the walls with tidy zip ties; indicator lights blinking on equipment panels
- Floating small objects (one of the souls of this case): slowly drifting in the cabin air — a pen, a book, a pair of wireless earbuds, a small water droplet that escaped from the grow rack, a cookie crumb, each slowly tumbling and drifting

**Lighting and atmosphere (the core of this case; it must produce a "dizzy, slumped-in-the-seat" feeling):** outside the large porthole is **Earth** — the curved Earth fills most of the porthole view, with the blue edge glow of the atmosphere, clouds, oceans, and landmasses visible. The module is in orbit and **completes a full day-night cycle every 90 seconds** (compressing the real 90 minutes into 90 seconds): when the Earth's sunlit side faces the module, blinding sunlight pours through the porthole, casting a crisp, sharp circular porthole light spot inside, and the cabin is brightly lit; after flying into Earth's shadow, the sunlight disappears and the view switches to Earth's night side — golden city-light networks spread across the continents like blood vessels, and the cabin is left with only warm interior lighting, the pink-purple of the grow lights, and a touch of cold blue earthshine falling on the porthole frame. The few seconds when sunlight floods in are the highlight of the whole piece — it must be "dazzlingly" bright, bright enough to make you squint. The main cabin lighting is the warm-white light strip; the sleep-zone reading lamp, the grow lights, and equipment indicators are accent lights. The cold (Earth blue, grow-light purple) vs warm (cabin light strip, sunlight) contrast is the tonal foundation of the whole image. **Both "signature shots" must hold up**: Day — sunlight pours through the porthole, the light spot is sharp, the cabin brightly lit, the highlights leaning warm-white; Night — only the warm-yellow reading lamp, the laptop screen glow, and the pink-purple grow lights remain, a ring of cold blue earthshine falls on the heavy porthole frame, the cold-warm boundary clearly visible, shadows going deep but never dead black.

**Materials (hard requirement, not optional):** all surfaces must use generated image textures for refined materials — no flat solid colors: metal hull walls (matte white baked paint + fine scratches and seams), floor grating, sleeping-bag fabric, desk surface, screen content (orbital monitoring interface with clearly readable data curves), photos and notes, grow-rack metal and leaves, hook-and-loop and webbing, cable wrapping. All text must be sharp and legible. Use equirectangular projection textures for Earth (clouds, oceans, landmasses, and night city lights — two maps: day side and night side), with a glowing blue halo at the edge of the atmosphere. Add a Pomodoro focus mode: when enabled, the cabin starts a 25-minute countdown, the reading lamp and grow lights stay on, a task-list sticky note appears on the screen, and when time is up a gentle meteor shower plays outside the porthole as a break reminder; the countdown sits in the corner of the laptop screen. **Motion (continuous, restrained):** floating objects (pen / book / earbuds / water droplet / cookie crumb) slowly tumble and drift forever, never stopping, never colliding; the data curves on the laptop screen scroll slowly; the grow lights breathe extremely subtly; equipment indicators blink at their own rhythms; the sleeping-bag zipper pull sways slightly; the Earth moves slowly in the porthole (the module is flying); city-light networks flow slowly across the porthole as the Earth turns.

**Camera:** orthographic isometric view, drag to rotate (limited to angles that keep the cabin interior readable) and zoom; the first screen is the standard isometric angle.

**Interactions (one of the highlights of this case — must feel smooth and romantic):**
- **Click to focus**: click any major object in the cabin (work desk, sleeping bag, grow rack, observation seat, exercise bike...) → the camera smoothly zooms in to focus on it for inspecting details; click empty space or click again → return to the isometric overview
- **Timeline drag**: press and drag the Earth in the large porthole left/right → manually scrub orbital time, fast-forwarding to the moment sunlight pours in, or stopping at the most beautiful angle of Earth's night side; on release, the automatic flow resumes from that moment
- **Click the large porthole**: toggle "fast-forward mode" — the day-night cycle accelerates to 15 seconds per orbit, and Earth's light and shadow sweep rapidly through the cabin (this is the clip-worthy moment for screen recordings); click again to return to 90 seconds
- **Pick up floaters**: when the mouse approaches the floating pen, it dodges slightly as if disturbed by airflow; click it and it spins around
- **Grow lights**: click to turn them off (the greenery corner darkens and the cabin mood changes immediately), click again to turn them back on
- **Cabin light strip**: click to switch to "night-flight mode" — the main light strip goes out, leaving only the reading lamp, screen glow, indicators, and Earth light from the porthole; the whole module sinks into quiet blue-black; click again to restore
- Default state: automatic 90-second day-night cycle, light strip on, grow lights on, floaters drifting

**Style reference:** `style_ref.png` in this folder is the mood reference — the isometric composition (porthole + Earth facing the viewer, occupying the visual center), the cutaway capsule form, the color palette, the cold-warm contrast, the model-box texture, and the **detail density** are all governed by it (element placement does not need to match exactly; furnishings follow this document). For self-checks, compare directly: put the first-screen screenshot side by side with style_ref.png; if the density and mood at first glance are clearly below the reference, keep adding detail and tuning the lighting until they reach the same level.

**Earth texture assets:** `earth_day.png` and `earth_night.png` in this folder are pre-generated equirectangular Earth textures (2048×1024, day side and night side, consistent continent distribution, ready for day-night transition blending) — use these two first; after mapping them onto the sphere, check the left-right seam and pole stretching, and if unsatisfactory, regenerate following the ai-texture equirect spec (2:1, horizon vertically centered, seamless left-right).

**Implementation split:** everything inside the cabin must be real 3D geometry; the Earth outside the large porthole must be implemented with a 3D sphere + equirectangular textures (day and night maps) — a flat background image is not allowed; the small portholes show the same Earth from different angles. The atmosphere edge glow and the sunlight spot are implemented with shaders/light effects.

**Process (confirm piece by piece; wait for my confirmation after each step before continuing):** build in parts first and send me one screenshot of each for review: ① module structure (curved hull wall, floor, large porthole, hatches, cross-section) + the Earth (day side) outside the large porthole + the sunlight spot pouring in; ② the work zone and observation seat (screen on, floaters present); ③ sleep zone, greenery corner, fitness corner, and storage clutter. After my confirmation, assemble, add motion and interactions, and tune the day-night cycle.

**Modeling division of labor (dispatch sub-agents):** dispatch one sub-agent per group from the piece-by-piece confirmation above — each sub-agent models every item in its group with polish, generates textures, self-checks with its own screenshots, and only delivers after meeting the bar; you first define unified specs (scale, placement, style, material approach), then integrate, run overall self-checks, and confirm with me piece by piece per the process above. Collaborate according to the piece-based collaboration rules in the threejs skill. If your runtime does not support dispatching sub-agents, complete each group yourself following the same division of labor.

**Deliverables:** a web page that can be deployed and opened directly; plus five still large images (first-screen isometric panorama — Earth day side / first-screen isometric panorama — Earth night-side city lights / click-focused on the work zone / night-flight mode / the instant sunlight sweeps through the cabin in fast-forward mode).

**Visual self-check (hard requirement):** the process must include visual self-checks: follow the threejs skill's screenshot self-check rules and read the images yourself — ① first-screen composition: are the porthole + Earth directly visible, and are they the visual center; ② detail density: side-by-side with style_ref.png, is the density at the same level, and are there any "blank bare panels" on the walls; ③ do the day and night lighting moods and the cold-warm boundary each hold up; ④ is the sunlight spot sharp and realistic, and are the Earth textures clear (clouds / city-light networks); ⑤ are texture details and text sharp, and are the floaters' positions natural. Screenshot every interaction state (focus / fast-forward / night-flight / picking up floaters); if unsatisfied, adjust and redo.

Create an /output folder and put all deliverables into /output. If there are assets, create an /assets folder inside /output and put them there.