Use case: sketch-to-render. Deliver ONE complete 4:3 prerendered background image for the PS1-style fixed-camera game Soyindent Evil. The provided gray edges-and-faces schema is the sole image reference and the LOCKED camera projection. Paint and texture the existing surfaces; keep the exact screen-space positions of all vertices, door openings, floor boundaries, tables, shelves and foreground silhouettes. Do not improve the composition, zoom, crop, widen the room, change perspective, move furniture, change shelf heights, close doors or invent solid obstacles. Keep any cutaway/omitted wall omitted; do not reconstruct it. Empty space outside a cutaway stays very dark. Gray boxes become the specified furniture at exactly their footprint. Render a coherent abandoned 1990s police precinct: dirty beige limestone/plaster over institutional dark teal lower panels, tobacco-brown wood, dull gray metal, worn tiled floors, low-resolution baked textured 3D, restrained olive/umber palette, fluorescent pools and deep soft shadows. Detailed pinboards carry assorted handwritten case notes, maps, period mugshots and string, framed wall photos, flat paper litter and cleaning supplies where the schema permits them. Materials are richly weathered but semi-pixelated, modest 16-bit color dithering, offline late-1990s console render. Keep navigable paths and door arrivals completely clear. No characters, creatures, live herbs, weapons, UI, borders, watermark or guide edges. Don't depict modern equipment, cartoon outlines, extreme bloom or photoreal camera effects. All views belong to the same consistent game. Match the schema precisely. Surface detail only.

Every authored doorway is a full-height functional entrance with a visible door panel/handle, NEVER a window or solid blank wall. Approach shots must clearly show their target door. Any police lettering must use S.C.P.D. / Soycoon City, never R.P.D.
1998 PlayStation survival horror prerendered background. Semi-pixelated 4:3 frame, offline 3D render, low-resolution hand-painted textures, restrained dirty olive, tobacco brown and institutional teal, fluorescent light pools, deep baked shadows, subtle 16-bit color dithering, slightly soft texture detail, believable human-scale 3.2m walls and 2.2m doors. Ominous abandoned municipal police station. No modern photorealism, no cartoon outlines, no bloom, no HUD, no text overlay, no live people or creatures; people in printed wall photographs are allowed.
Briefing Room — Case board / shoulder.
An abandoned detectives briefing room. A crowded cork conspiracy board with mugshots, crime-scene photographs, maps, handwritten notes and red string; framed precinct portraits; rows of tired wooden benches; a scarred briefing desk with folders, an old CRT monitor and a cold coffee cup. Loose papers and a crumpled coffee carton along the floor edges. Amber desk light against sickly fluorescent light.
Locked camera metadata: {"id":"cam-2","position":[4.5,1.55,-3.8],"target":[-1.2,1.1,0.8],"fov":55}. Room footprint 10 x 8 meters.
