I actually experimented with creating a set of skills around rendering early AGI style EGA graphical scenes, and it worked surprisingly well.
So rather than storing full bitmaps, you instead store sequences of simple drawing instructions designed to recreate some specific scene - like you would an SVG.
As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.
>As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.
All of these can be avoided with simple prompts and don’t require all this ceremony.
https://claude.ai/share/78cd63c8-ffdd-4569-8de2-ac8ab5c5cfe0
I’m super excited to see more LLM-driven procedural graphics stuff in the future!
Just visit Civitai, look at the pages for the base models, filter for images with the ComfyUI workflow in them, then you can just download and drag and drop them onto your local ComfyUI app.
I just don't get the complaints about "use proper art" when it comes to games. Most of the time the game has some other, far more glaring, visual issues (anti-aliasing, clipping, icons-not-matching-items).
I don't think the author is posing as a professional. These models are like having a 3D printer at home. Very handy in a pinch, but what they make doesn't replace the real thing.
The problem isn't that they look shitty to pixel artists or experts, they look shitty for anyone with a bit of observation.
It's junk art the same way Mc Donald's is junk food.