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Show HN: Fixing Google Nano Banana Pixel Art with Rust

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Re: Show HN: Fixing Google Nano Banana Pixel Art with Rust

#5
Nice. There's a couple of these (unfake which uses pixel snapping/palette reduction, sd-palettize which uses k-means to palette reduce, etc.) that I've used in the past in a Stable Diffusion -> Pixel Art pipeline.

I think it'd be worth calling out the differences.

[1] - https://github.com/jenissimo/unfake.js

[2] - https://github.com/Astropulse/sd-palettize

Re: Show HN: Fixing Google Nano Banana Pixel Art with Rust

#7
post #4

Is it possible that some of the reason pixels are messed up is because of the watermarking? https://deepmind.google/models/synthid/ Or is it purely because the models just don't understand pixel art?

They also don't understand spritesheets.

Re: Show HN: Fixing Google Nano Banana Pixel Art with Rust

#8
post #3

That's an actually nice setup. Have you looked at Z-Image and the Pixel LoRA that was released? I've found it works fairly well at keeping the pixels matched with the grid.

The Z-image turbo model is pretty heavily distilled. I can't imagine using it for any marginally complicated prompts.

Are you talking about the LoRA by LuisaP?

Somewhat ironically, that LoRA's showcase images themselves exhibit the exact issues (non-square pixels, much higher color depth than pixel art, etc) that stuff like this project / unfake.js / etc. are designed to fix.

https://imgur.com/a/vfvARkt

Re: Show HN: Fixing Google Nano Banana Pixel Art with Rust

#10

I can't explain it, but it's like uncanny valley pixel art. Like the artist hasn't done the final polish pass maybe? Maybe it's the inconsistent lights/shadows? Maybe a pixel artist has the proper words to explain the issues

Not pixel artist, but game dev working with pixel art:

1 - AI just try to compress too many details into so few pixels.

When artists create pixel art they usually add details along the way and only important ones because otherwise it will look like rubbish on some screens.

Also it's easier to e.g add different hats or heads or weapons on the same body. AI generated ones is always too unique.

2 - AI try to mimic realistic poses that look like art supposed to be animated in 3D.

For a real game if you make lets say isometric tactical game you'll never make tiles larger than 64x64 because of how much labour they will take to animate. Each animation at 8fps take hours of work.

So pixel art is usually either high-fidelity and static or low-fi and animated in very basic ways.

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