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Creating Isometric RPG Game Backgrounds

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11–20 of 53 posts

Re: Creating Isometric RPG Game Backgrounds

#11
I think this series might need to be updated with the advent of controlnet. Everything from pose through normal maps can be lifted from existing assets and applied as needed. Can't imagine how much more productive the author will be incorporating these major improvements.

Re: Creating Isometric RPG Game Backgrounds

#12
This example perfectly encapsulates the state of generative AI art.

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.

Re: Creating Isometric RPG Game Backgrounds

#13
post #12

This example perfectly encapsulates the state of generative AI art. 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 th…

You are missing an important point. It significantly lowers the barrier to make a game, if you have a good idea.

Re: Creating Isometric RPG Game Backgrounds

#14
post #13
post #12

This example perfectly encapsulates the state of generative AI art. 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 th…

You are missing an important point. It significantly lowers the barrier to make a game, if you have a good idea.

Like I said, you can get an entire game world (maps, artwork, backgrounds, character sprites, weapons, vehicles, animation, sound effects, music) by clicking a few buttons in the Unity asset library. The barrier to entry for making a generic cookie-cutter game that a thousand people have made before is already nonexistent.

Re: Creating Isometric RPG Game Backgrounds

#15

I’ve seen similar techniques applied with 2D sprites to great impact, especially for someone terrible at drawing sprite art. On another note once SD can output blender files with somewhat correctly modeled 3D files solo game design could get much more accessible.

I think animation is a bigger problem. If you have 2D artwork then creating reasonable 3D models off of that is something that you can reasonably learn to do. But animating that model is much harder (or learning to).

Re: Creating Isometric RPG Game Backgrounds

#16
post #6

gg game artists

Well, these models were trained on data produced by artists. How far can they go into the future on their own?

StableDiffusion is almost entirely not trained on "art" images. I daresay you could easily produce art assets from a model trained entirely on non-artistic images.

Re: Creating Isometric RPG Game Backgrounds

#17
post #10
post #6

Earlier quoted context omitted.

Well, these models were trained on data produced by artists. How far can they go into the future on their own?

As long as there is enough randomness to generate novel features, and there are still humans in the loop to select the ones with desirable mutant features to survive and guide the next-generation model's evolution... pretty far.

>still humans in the loop to select the ones with desirable mutant features

Sounds like a task for Mechanical Turk

Re: Creating Isometric RPG Game Backgrounds

#18
post #14
post #13

Earlier quoted context omitted.

You are missing an important point. It significantly lowers the barrier to make a game, if you have a good idea.

Like I said, you can get an entire game world (maps, artwork, backgrounds, character sprites, weapons, vehicles, animation, sound effects, music) by clicking a few buttons in the Unity asset library. The barrier to entry for making a generic cookie-cutter game that a thousand people have made before is already nonexistent.

Agreed. The power of SD is actually in its diverse styles. You should be able to aim at any specific style in latent space and get it. This is in contrast with Midjourney, which heavily favors sci-fi modern style.

Re: Creating Isometric RPG Game Backgrounds

#19
Based on the skeptical comments I was expecting to be disappointed but this is really incredible! Great write-up, too. Thanks for sharing.

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!

Re: Creating Isometric RPG Game Backgrounds

#20
post #18
post #14

Earlier quoted context omitted.

Like I said, you can get an entire game world (maps, artwork, backgrounds, character sprites, weapons, vehicles, animation, sound effects, music) by clicking a few buttons in the Unity asset library. The barrier to entry for making a generic cookie-cutter game that a thousand people have made before is already nonexistent.

Agreed. The power of SD is actually in its diverse styles. You should be able to aim at any specific style in latent space and get it. This is in contrast with Midjourney, which heavily favors sci-fi modern style.

With either tech, this thread is a very cynical take. If you give generic prompts, you get generic results. Want something personal, get personal and you will get personal results out of the AI.

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.

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