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Creating Isometric RPG Game Backgrounds

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Re: Creating Isometric RPG Game Backgrounds

#2
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 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.

Re: Creating Isometric RPG Game Backgrounds

#3
Prototyping and concept arting for game assets using stable diffusion has been a very enjoyable process for me. Seeing it being utilized more for isometric is pretty exciting with the sheer amount of iteration you immediately get.

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.

Re: Creating Isometric RPG Game Backgrounds

#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...

Re: Creating Isometric RPG Game Backgrounds

#8
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...

I was thinking the same thing. Define the paths and objects in the space, then 'extrude' the graphics from that.

Re: Creating Isometric RPG Game Backgrounds

#10
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?

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.
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