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Create AssetMade with Summer Pixel · 23 Oct 2026
Edited image: Hand-painted 2D game background: repaint this exact 3D blockout capture in place, keeping the composition. STRICT paint-over: every silhouette, edge, corner and object stays exactly where it is - do not add, remove, move, rescale, crop, letterbox or reframe anything. Same flat side-on orthographic side view of a tall abandoned refuge hall, edge to edge. Turn each flat colour block into painted material with the identical footprint: - steel grey areas: riveted iron wall panels, warm industrial grey-brown, oxidized seams, faint scratches and rust bleed, thin violet bloom creeping along the panel joints - dark grey bands: darker recessed steel plating, near-black shadow gaps between panels - orange/copper areas: a large copper boiler with a domed top, patina and verdigris specks; thick copper pipes with flange rings and worn highlights; copper trim strip along the deck - yellow/brass areas: two large brass clockwork gears with cut teeth, hub bolts and worn gold highlights; brass rings, hanging lamps, the brass-framed doorway - brown/rust areas: rusty chimney stack, rusted pipes, a wooden workbench with a vice, wooden crates with plank seams and iron banding, a barrel with iron hoops, scattered debris - the blue disc: a round glazed vent window, deep teal-blue glass with a thin brass rim and one soft glint - purple blobs and thin rods: Violet Plague growth - sickly organic violet-purple masses with wet painterly sheen and thin tendrils crawling along pipes and seams, small budding nodules - light stone: the stone deck floor slabs with cracks and grime, and two stone steps at the right rising to the door - the dark under-structure below the deck: iron posts, diagonal braces, horizontal pipe runs, a hanging chain and plague growth in the dark Lighting: warm amber lamp glow, soft ambient-occlusion pocket shadows, only small soft short contact shadows where props meet the floor and wall - no long cast shadows across the floor or wall. Palette: warm industrial browns and golds bleeding into sickly violet and deep black, melancholic. Oil-painted brushwork, layered glazes, hand-painted illustration quality. Readable at game scale: props stay crisp and distinct from the wall, strong value separation. NOT photoreal, NOT a 3D render, no heavy black outlines, no cel-shaded cartoon look. No characters, no people, no text, no UI, no watermark, no signature, no border or frame.
Creator
Andrés Felipe Pinilla Gil
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