[HN Gopher] Creating Isometric RPG Game Backgrounds
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       Creating Isometric RPG Game Backgrounds
        
       Author : flimsythoughts
       Score  : 310 points
       Date   : 2023-03-01 22:47 UTC (1 days ago)
        
 (HTM) web link (talesofsyn.com)
 (TXT) w3m dump (talesofsyn.com)
        
       | 752963e64 wrote:
       | [dead]
        
       | epups wrote:
       | 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.
        
       | mtrycz2 wrote:
       | > Creating
       | 
       | Generating is correct.
        
         | throwaway4aday wrote:
         | Try following the other steps listed in the article. If you
         | don't already have those skills you'll be spending a lot of
         | time learning and mastering the tools and techniques. Even the
         | SD generation steps require a decent knowledge of SD and then a
         | lot of grind while you generate dozens or hundreds of images
         | and tweak parameters until you get something good.
        
       | paczki wrote:
       | 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.
        
       | smrtinsert wrote:
       | 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.
        
       | jejeyyy77 wrote:
       | gg game artists
        
         | throwaway4aday wrote:
         | More like yw game artists. Check out the sketches the author
         | made in order to generate the character model. That's a huge
         | time saver if a game artist can just do a few rough sketches
         | and then get a ton of reference or raw material to work with.
         | The skillset for artists will change a bit, they'll focus more
         | on compositing and repainting but they won't be out of a job.
         | It'll make them a lot more productive in the end.
        
         | haolez wrote:
         | Well, these models were trained on data produced by artists.
         | How far can they go into the future on their own?
        
           | shmerl wrote:
           | So does it mean benefiting on the work of the artists without
           | giving them credit?
        
             | krapp wrote:
             | 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.
        
               | astrange wrote:
               | This has never happened and will never happen. Jevon's
               | paradox means they'll get more work.
        
               | krapp wrote:
               | The world is full of people who have been rendered
               | unemployed or underemployed due to globalization and
               | automation. Not only has it happened, it's happening now,
               | and it will happen to knowledge workers and creatives.
               | 
               | The increased demand for the work AI can produce _will
               | create jobs filled by AI,_ so Jevon 's paradox doesn't
               | guarantee anything. If it did, cities like Detroit
               | wouldn't be ruins now, as the boom of outsourcing and
               | automation in manufacturing would simply have created
               | more jobs as demand increased. But it turns out the
               | market isn't an infinitely frictionless superfluid and
               | the incentives for businesses change - when they can
               | create value without human labor at all, they will seek
               | to do so in all possible cases.
        
               | astrange wrote:
               | Detroit isn't all ruins, they rebuilt it. And it didn't
               | get that way because of automation, which increases
               | employment in manufacturing.
               | 
               | https://noahpinion.substack.com/p/american-workers-need-
               | lots...
        
           | mcbits wrote:
           | 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.
        
             | postsantum wrote:
             | >still humans in the loop to select the ones with desirable
             | mutant features
             | 
             | Sounds like a task for Mechanical Turk
        
           | astrange wrote:
           | 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.
        
       | paxys wrote:
       | 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.
        
         | paczki wrote:
         | 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.
        
           | ticviking wrote:
           | My concern is we're going to see the loss of creativity akin
           | to what we see when directors us existing film scores as
           | "dummy scores" to help establish mood.
        
             | professoretc wrote:
             | > when directors us existing film scores as "dummy scores"
             | to help establish mood.
             | 
             | Which then means that when the actual score for that film
             | needs to be written, it pretty much has to sound like the
             | dummy score, because all the scenes were filmed to match
             | the dummy score.
        
         | eviks wrote:
         | > 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
        
           | the_af wrote:
           | Price reduction (within reason) is absolutely NOT how I pick
           | games. It's not my primary concern at all.
        
         | fooker wrote:
         | You are missing an important point. It significantly lowers the
         | barrier to make a game, if you have a good idea.
        
           | paxys wrote:
           | 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.
        
             | fxtentacle wrote:
             | 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 ..
        
             | kaibee wrote:
             | > 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.
        
               | dmitriid wrote:
               | > 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?
        
               | ticviking wrote:
               | And you're missing the point that that large effort was
               | less effort than other ways to get a prompt working
        
             | liuliu wrote:
             | 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.
        
               | aenvoker wrote:
               | 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.
        
         | mdp2021 wrote:
         | > _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.
        
           | Kiro wrote:
           | That's the most exaggerated "er - no, absolutely not" I've
           | seen. This is definitely indistinguishable for the vast
           | majority of people.
        
             | mdp2021 wrote:
             | > _indistinguishable for the vast majority of people_
             | 
             | It would be a very worrisome indicator if more than a
             | minority of people were unable to detect monstruosities -
             | one eye above one below, one smaller one bigger, one normal
             | one vacuous, one pupil round one merging with the
             | eyelashes...
             | 
             | The poster wrote <<professional artists>>, and they are
             | supposed to produce Quality. That thing that, when spread,
             | helps educated perception recognize lower quality and odd
             | outputs.
        
           | imtringued wrote:
           | I am still confused by the building without a roof. What
           | exactly is inside of it that I am supposed to see?
        
         | imtringued wrote:
         | 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.
        
         | impalallama wrote:
         | 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
        
       | asynchronous wrote:
       | 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.
        
         | Aerroon wrote:
         | 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).
        
       | aschearer wrote:
       | 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!
        
       | rkagerer wrote:
       | Thank you to everyone who still works on isometric and 2D games.
       | I hated it when my favorite titles like Civ went to cheesy 3D
       | interfaces with assets that are indistinguishable until you're
       | zoomed in so close its useless as a map.
        
       | hypertele-Xii wrote:
       | It's literally a greybox, with minor surface detail/texture. Not
       | the most impressive demonstration. Any level designer could whip
       | that up in a single afternoon...
        
         | throwaway4aday wrote:
         | Sure, I'll just hire a level designer on my $0 side project
         | budget.
        
         | cwkoss wrote:
         | Most software engineers couldn't
        
       | kelseyfrog wrote:
       | 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.
        
         | smaddox wrote:
         | 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...
        
           | danielbln wrote:
           | 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
        
           | cwkoss wrote:
           | I was thinking the same thing. Define the paths and objects
           | in the space, then 'extrude' the graphics from that.
        
         | herval wrote:
         | 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/...
        
           | bbminner wrote:
           | There's also MaskSketch from Google that will be presented at
           | the upcoming CVPR https://github.com/google-
           | research/masksketch
        
       | transitivebs wrote:
       | I love coming across a great blog like this an realizing it was
       | built using two of my open source repos:
       | 
       | - https://github.com/transitive-bullshit/nextjs-notion-starter...
       | 
       | - https://github.com/NotionX/react-notion-x
        
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