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.
Loading preview...
9056 views
Start with this prompt
Generate an isometric 3D space-station habitat scene.
# 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.
# 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.
# 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.
