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Using GANs to Create Fantastical Creatures

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31–40 of 81 posts

Re: Using GANs to Create Fantastical Creatures

#31
Developments in this area will help (indy) game developers to prototype more quickly. I like it. Seems to be a couple of iterations from being usable but it'll get there.

I'm also envisioning a Ready Player One type of online escape world where content is generated from social media images/films.

Re: Using GANs to Create Fantastical Creatures

#32

In the future GANs will replace all of human creativity so much so that humans will spend all of their creative outlets on training GANs and using GANs to do the creation for them.

GANs and computers are mirrors of the engineer's mind. You can only get out some combination of the trained data set and user input.

Huamns can produce novel artworks that a computer cannot, usually with more control over the intagibles like creativity and the fundamentals like drawing and perceiving the world.

Re: Using GANs to Create Fantastical Creatures

#36
post #22
post #12

Earlier quoted context omitted.

You have to draw solid regions, not an outline.

I did that and also got inexplicable holes: https://i.paste.pics/8bed0cd17629f0e9c852a24162bf381e.png Otherwise my clumsy, misshapen caricature turned out surprisingly nice. (I mean, relative to how nonsensical its anatomy is.) The shapes are followed very precisely, so yes, blobby input begets blobby output.

I get the same issue. I know I'm not even close to a decent artist, but come on, why are my legs transparent:

https://imgur.com/a/kb0gWI2

Re: Using GANs to Create Fantastical Creatures

#40
post #26

Does anyone know of work towards automatic 3D model generation and, ideally, rigging for animation? It seems like the future, but it also seems like it’s not getting the attention it should.

There are a lot of moving parts. Sculpting, UV Mapping, Rigging, Skinning, Animation, LODs, Baking, Texturing, engine import, lighting, materials. A lot of things can be done procedurally, but going from 2d concept to actual working 3D Character in video game is a long jump. On top of that every game will have very different asset and gameplay requirements.

I think it might take the form of artist augmentation rather than replacement. Think of it like a new sort of power tool. And it's true there are a lot of steps for triple-A engines, but most gamedevs (like myself, once) simply don't have any art assets, and need them greatly; a tool similar to MSPaint for models might enable the next Notch to emerge more easily.

On the other side of it, from the triple-A point of view, automating even one of the steps you mention will be a huge time saver. Artists tend to worry about machines replacing them, but I think it will only unlock more, better art. You'll be able to do so much. So there is a big financial incentive to get this right; the first one to capture the market will be in a strong position.

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