Creating Isometric RPG Game Backgrounds
talesofsyn.com
talesofsyn.com
It's actually easier to de-bake yourself than use SD-derived assets. What I mean is that img2depth is severely lacking at the moment. The geometry it produces it unsuitable for compositing with other game assets. You'll notice compositing was avoided in the demo.
As such it's easier to just block out geometry in Blender, and either project image as textures to it or repaint them by hand using diffusion output as a reference (or both if you're into that kind of thing). Even so, that's still incredibly useful.
One of the most common things holding back a solo dev are art assets. I might not be able to create concept art, models, and textures ex novo, but I can pretty easily block out some geometry, repaint textures, and throw in some basic lighting.
Looking forward, ideally img2depth+normal+diffuse+lighting would be a thing, but until that's something it's easier to take SD output as advice and suggestion than tangible assets and that's still worth a lot.
[1] https://twitter.com/herval/status/1631113661207945217/photo/...
You can click a few buttons and instantly get artwork that is indistinguishable from stuff made by professional artists for top-quality games. Amazing!
The downside is, your game is indistinguishable from every other game. Close your eyes and pick out anything in the isometric sci-fi/cyberpunk genre from Steam and the result will look exactly like this one. Heck you can probably import it directly from Unity's asset store without even bothering with Stable Diffusion.
There's the broader question of – what is AI adding that will appeal to people wanting to buy your game, and the answer to that is still probably nothing.
The barrier to creation has been lowered. But, when you can create anything, you still have to dig to figure out what you actually want.
Try actually doing this though and it'll look like an absolute mess. You'll end up without any sort of cohesive art style and you'll have random variations in quality level. The thing about this AI generated stuff is that what it lacks in 'peak talent' it more than makes up for it in being able to actually produce something cohesive.
Oh look: exactly the result with AI tools.
Did you miss the point where the author went through multiple variations, had to construct intricate prompts and do quite a lot of manual work for the end result to be half-decent?
That said it reminds me quite stingingly of the work of manga artist Tsutomu Nihe whose works is quite literally about characters going through infinitely large Lovecraft-esq superstructures generated by machines
There is not such a consistency in "every other game", neither is there only a single one AI style, so that can't happen either, you'll be able to distinguish if the designer wanted such a distinction
> what is AI adding that will appeal to people wanting to buy your game, and the answer to that is still probably nothing.
This one is also easy: price reduction, that's pretty appealing
Er - no, absolutely not. The moment I found myself in front of the screenshots I immediately noticed the very heavy patterns of NN-based generated graphic. Chiefly the distinctively smudged shapes - like 3D Google Maps as opposed to their earlier photographic aerial view.
It would be a very worrisome indicator if more than a minority of people were unable to detect monstruosities - one eye above one below, one smaller one bigger, one normal one vacuous, one pupil round one merging with the eyelashes...
The poster wrote «professional artists», and they are supposed to produce Quality. That thing that, when spread, helps educated perception recognize lower quality and odd outputs.
The prototyping power and getting a general feel for how you'd like your design to be is only going to get stronger, utilizing these tools as a solo dev is going to be (and already is) such a gamechanger.
People like OP are also putting in the extra work that I'd argue is significantly more than just pressing some buttons and getting some results, though I do concede the next era of low effort asset-flip style of games is going to flood the market soon enough.
Which then means that when the actual score for that film needs to be written, it pretty much has to sound like the dummy score, because all the scenes were filmed to match the dummy score.
Using img2img with your own rough drafts and seeing what the AI can come up with has knocked hours/days off of my process, couldn't be happier with these immensely powerful tools. Random aside, but AI is very good at making tile-able textures too, it's been great.
The video in the blog looks very solid in motion, will be interesting to see as you develop better shader techniques on the pieces.
- https://github.com/transitive-bullshit/nextjs-notion-starter...
This approach may not scale or deliver "good enough" results or whatever right now, but it blows my mind that one person can do everything outlined in this and the follow up post on characters. Incredible efficiency gains and this technology came out less than a year ago!
On another note once SD can output blender files with somewhat correctly modeled 3D files solo game design could get much more accessible.
The increased demand for the work AI can produce will create jobs filled by AI, so Jevon's paradox doesn't guarantee anything. If it did, cities like Detroit wouldn't be ruins now, as the boom of outsourcing and automation in manufacturing would simply have created more jobs as demand increased. But it turns out the market isn't an infinitely frictionless superfluid and the incentives for businesses change - when they can create value without human labor at all, they will seek to do so in all possible cases.
https://noahpinion.substack.com/p/american-workers-need-lots...
Sounds like a task for Mechanical Turk
Generating is correct.