2026 AI Design Practical Training: MJ Banana Tool Hands-on, niji Image Mixing, IP Illustration & Architecture Teaching



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🕒Last updated: 09/01/2026
🎯AI
👥Entrepreneurs / Self-media creators / Cross-border e-commerce sellers / Side-hustlers

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2026 AI Design Practical Training: MJ Banana Tool Hands-on, niji Image Mixing, IP Illustration & Architecture Teaching

Course Introduction

This 2026 AI design course is aimed at zero-foundation learners and covers hands-on operation of multiple mainstream AI painting tools. It starts with artwork preparation and system environment, teaching MJ installation, parameters and prompt structure; it details the three-step Banana tool method, practicing character and architecture subjects. It explains GPTimage2.0, the niji series image mixing, ratios and combination usage, paired with a PS-linked workflow. The course includes systematic architecture text-to-image, precise three-view control, sketch-to-illustration, and personal style building; it delivers IP characters, dynamic images, game battle images, and commercial promotional illustrations, plus sketch iteration and systematic keyword writing, helping zero-foundation learners build a complete AI painting workflow and produce all kinds of commercial design images.

Course Outline

01 Artwork preparation
02 System introduction
03 Basic MJ installation for zero foundation
04 MJ parameter introduction for zero foundation
05 MJ prompt structure for zero foundation
06 Basic introduction to Banana
07 Banana basic three-step method (characters)
08 Banana basic three-step method (architecture)
09 Combined application of GPTimage2.0
10 Preface. Workflow introduction
11 Section 1. First taste of the AI workflow
12 Section 2. niji image-mixing application
13 Section 3. niji ratio control
14 Section 4. niji combination application
15 Section 5. Interesting architecture design
16 Section 6. PS built-in Banana workflow
17 Section 6.2 Architecture upgrade workflow
18 Section 6.3 Advanced architecture upgrade
19 Section 6.4 Home design
20 Section 6.5 Systematic architecture text-to-image
21 Section 7. Precise three-view control
22 Section 8. From sketch to illustration workflow
23 Section 9. Building a personal style
24 Section 9.2 Comprehensive style workflow
25 Section 9.3 Motion control and p-value
26 Section 10. Full IP design workflow
27 Section 11. Three-view and dynamic images
28 Section 12. In-game battle images
29 Section 13. Promotional illustrations
30 Section 1. Non-living sketch organization
31 Section 2. Sketch recolor, change action, face, render
32 Section 3. Systematic keyword writing

Supporting Study Materials

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