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Creating Isometric RPG Game Backgrounds

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Re: Creating Isometric RPG Game Backgrounds

#32
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…

I feel like asking "What is AI adding that will appeal to people wanting to buy your game" can be said about a majority of games with or without AI. It's possibly also the wrong question, AI isn't necessarily adding anything special but it IS enabling much more powerful tooling for the creation of games.

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.

Re: Creating Isometric RPG Game Backgrounds

#33
post #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.

That's the most exaggerated "er - no, absolutely not" I've seen. This is definitely indistinguishable for the vast majority of people.

Re: Creating Isometric RPG Game Backgrounds

#34
post #22
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.

> 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 actuall…

> You'll end up without any sort of cohesive art style and you'll have random variations in quality level.

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?

Re: Creating Isometric RPG Game Backgrounds

#35
post #7

I've proof of concept-ed the same workflow and it just doesn't hold up in practice. Even so, there are some benefits that truly do help a solo dev. 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…

If you're creating the normal maps yourself, perhaps you would benefit from generating the image from that using https://github.com/lllyasviel/ControlNet#controlnet-with-nor...

CN is a total game changer for generative image models, it solves so many things that were problematic before (proper depth, pose, sensible text and much more). This along with LoRa[0] and other improvements from the SD community really turn this into a super capable toolchain.

[0] https://github.com/cloneofsimo/lora

Re: Creating Isometric RPG Game Backgrounds

#36
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…

What? I got the exact opposite impression. What I took away is that you can press the button and you will get something to look at, but the moment you actually need a seamless and coherent artist driven scene a lot of the work will still need human artists who are now merely painting with a very complex brush.

Re: Creating Isometric RPG Game Backgrounds

#37
post #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.

I am still confused by the building without a roof. What exactly is inside of it that I am supposed to see?

Re: Creating Isometric RPG Game Backgrounds

#39

I've proof of concept-ed the same workflow and it just doesn't hold up in practice. Even so, there are some benefits that truly do help a solo dev. 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…

ControlNet is where it's at - the depth model can completely reskin an image [1] with a bit of prompting, and you can compose them (multiple controlnets feeding on each other)

[1] https://twitter.com/herval/status/1631113661207945217/photo/...

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