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Creating Isometric RPG Game Backgrounds

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Re: Creating Isometric RPG Game Backgrounds

#21
post #9
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?

So does it mean benefiting on the work of the artists without giving them credit?

Yes. Not only without giving them credit, but for the most part making them unemployable or reducing the value of their expertise to subsistence level.

Re: Creating Isometric RPG Game Backgrounds

#22
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.

> Heck you can probably import it directly from Unity's asset store without even bothering with Stable Diffusion.

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.

Re: Creating Isometric RPG Game Backgrounds

#23
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.

No you can't. They'll be from different people and use mutually incompatible shaders. And in the case of unity, mutually incompatible renderer plugin versions ..

Re: Creating Isometric RPG Game Backgrounds

#24
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…

Your comment sticks with me because the art generated here does look very ai generated (the lack of any consistency between something basic like a building window sticks out) and I disagree it’s indistinguishable from professional artists.

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

https://kagi.com/images?q=tsutomu+nihei+architecture

Re: Creating Isometric RPG Game Backgrounds

#27
I think it looks great as a proof-of-concept. The author also correctly identifies some of the challenges, of which I think the greatest will be consistency. I would explore picking out the best examples it generates, or a style from a game you want to mimic, and train a Dreambooth model on those.

Re: Creating Isometric RPG Game Backgrounds

#28
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…

> The downside is, your game is indistinguishable from every other game

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

Re: Creating Isometric RPG Game Backgrounds

#29
post #21
post #9

Earlier quoted context omitted.

So does it mean benefiting on the work of the artists without giving them credit?

Yes. Not only without giving them credit, but for the most part making them unemployable or reducing the value of their expertise to subsistence level.

This has never happened and will never happen. Jevon's paradox means they'll get more work.

Re: Creating Isometric RPG Game Backgrounds

#30
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…

> that is indistinguishable from stuff made by professional artists

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.

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