SANDWORM MK-X 3D-Konzeptbetrachter-Prompt
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SANDWORM MK-X 3D-Konzeptbetrachter-Prompt Ein umfassender Prompt zur Erstellung einer eigenständigen, in einer einzigen Datei enthaltenen HTML-App mit Three.js, die einen interaktiven 3D-Konzeptdesign-Viewer eines mechanischen Sandwurms mit detaillierten visuellen, umgebungsbezogenen, HUD- und Steuerungsspezifikationen bietet.
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Round 1: Initial Generation
Prompt:
I have attached 4 frame screenshots from the reference video. Please turn this into a real, runnable web application whose appearance stays as close to the reference images as possible.
Build a single-file, self-contained HTML (using an import map to load Three.js from a CDN, no build step required) that presents an interactive 3D concept design viewer. The subject is a mechanical robot version of the Dune sandworm, named "SANDWORM MK-X - Subterranean Terrain Adaptive Excavation Unit".
## Visual Direction
- Style: industrial concept design sheet / engineering documentation. Warm ivory paper background (around #EDE6D8), charcoal thin linework, restrained accent colors: one signal orange, plus one cyan (for X-RAY). Do not make it a dark neon sci-fi look.
- The fog color matches the paper background so the 3D scene blends into the page like a spread printed on paper.
- Monospace or technical sans-serif fonts, small uppercase labels, hairline borders, tick marks and scale bars.
## The Robot Body (fully procedural, no external models)
- The body is made of about 40-60 segmented armor rings arranged along a spline curve. Each ring: a cylindrical shell split into multiple panels, with procedural details - vent grilles, hatches, rivets, grooves, slightly different per ring. Between rings are very deep dark gaps (see reference image C).
- Head: a large circular excavation front end with multiple concentric rotating drill rings, many radial teeth/blades, and a modular jaw structure (see reference image B).
- The tail tapers off gradually.
- Motion: a peristaltic wave travels along the body; the worm moves along a looping path, diving into dunes and emerging again. Sand dust particles burst at the breakout points, leaving a shallow furrow and a long shadow behind.
- Materials: weathered ivory ceramic armor, darker grime in the gaps; PBR materials, soft directional light (sun) plus hemisphere light, soft shadows.
## Environment
- Procedural dune terrain (multi-layer noise), subtle wind-ripple texture, faint contour lines drawn on the sand surface, distant dunes fading into fog.
- Props for scale: a set of outpost buildings, a seismic monitoring station marker, a few scattered rocks, several ornithopter-style drones flying around.
## HUD Overlay (HTML/CSS overlaid on the canvas, like a design blueprint)
- Top-left parameter card: CLASS, LENGTH 1,312 m, DIAMETER 187 m, MASS, PROPULSION (Peristaltic linear drive), POWER PLANT, DEPTH CAPABILITY, CREW NONE (AUTONOMOUS), plus a mini deployment map.
- Top-right: "HEAD SECTION - CROSS VIEW", drawn with SVG (concentric rings, blades, tick ring, scale bar), and a list of head systems.
- Bottom-left: terrain schematic with contour lines and the worm's travel route, with position markers moving in real time.
- Bottom row of panels: a side cross-section view of the whole body, labeled with modules (tail stabilizer, power & reactor, central actuation, head excavation), with metric scale bar; "SEGMENT DETAIL - TYPICAL RING" exploded view of a single ring with part numbers; "LOCOMOTION CYCLE" showing the 4 phases of the peristaltic wave, synced with the live animation.
- Part labels are arranged in two neat columns on the left and right sides of the 3D view (Segmented torso rings, Dorsal maintenance hatches, Sand-flow intake vents / Thermal exhaust ports, Modular jaw assembly, Primary excavation ring, Terrain sensor suite), each label connected to the corresponding 3D anchor point on the worm with a thin leader line; labels fade out when their anchor is occluded.
- Add a thin coordinate ruler along the bottom edge of the 3D view.
## Controls (top bar)
- Camera presets with smooth eased transitions when switching: FRONT, SIDE, AERIAL, CHASE (follows the head), OUTPOST (ground-level view from beside the buildings), ORBIT (slow automatic orbit). Also support free OrbitControls. Below the buttons show a status line, e.g. "FRONT VIEW · UNDER WAY · SURFACE PLOUGH".
- X-RAY toggle: the part of the worm buried under the sand shows as a semi-transparent cyan shell (see reference image E), while the above-ground part stays solid.
- PAUSE / PLAY, and REFERENCE POSE (the worm eases into a straight, fully exposed pose for inspection).
## Quality Requirements
- Must look like a highly polished portfolio piece, not a demo. Unified palette, careful whitespace, no Three.js default look.
- 60fps: use InstancedMesh or merged geometry for armor rings and details, keep draw calls under control.
- Responsive window sizing; all code in one file; no placeholders or TODOs.
Output the complete HTML file in one code block.
Prompt if output is truncated:
Continue from the exact line where it broke off, do not repeat earlier content.
Prompt if reassembly still fails:
Please output the complete file again, keep it under 1200 lines.
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Verwendung
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Referenzen
- Kategorie: creative-Prompts
- Quelle: https://x.com/AYi_AInotes/status/2104826058994504041
Diskussion
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