So I've been beavering away (hehe, beaver) trying to follow the new philosophy and move on from this scene that has take so much time.
While hand editing yet another variant expression today, I realized where some things have gone wrong... from a rate of progress perspective.
Traditional hand-drawn game images, as seen in many games, often has longish shots of a character in a largely static pose, with the camera angle unchanging. The character is shown as talking or interacting with other by cycling through a series of facial expressions while there are a long-ish series of dialogue lines. This is because drawing completely new images is expensive, but lip-flap / eye blink / expression changes are relatively cheap.
This has conditioned me (and many of us?) to see this style as the goal of "animation" style graphics. Japanese VNs use a variant of this format - a static background, and foreground character sprites with a handful of expressions are shown while the dialog is clicked through below. Summertime Saga is a prime example of this type of game, using western art style.
However attempting to emulate this style in a close-up scene with AI and my very average drawing skills has so far taken me a couple of dozen hours of time, spread over several weeks of calendar time, and I *still* have't finished all the images I want.
Subjectively, I think it actually looks great... but it's just too costly in terms of time invested for it to be reasonable to use that process or style for the rest of the game.
What AI is good at is generating a bunch of different image representations quickly - even if those don't show the character in exactly the same way each time. So that means that if I change the way I try to create my scenes to use a variety of different shots, I can get away with subtle differences in skin lighting/coloration, hair placement, and clothing micro-details between these shots. Of course, the process to create them will still involve generating a bunch of images and choosing the best one ("best" meaning it shows both the shot setup I want and is 95++% accurate to the character look - eye, nose, mouth shape, and hair and clothing general style) as the base for final edits to fix bad hands, or adding lip flap etc.
----
Phew, that's a lot of talking... and no juicy pictures for you all. I might see if I can find any laying about... NOTE: these are non-canon images! (and the bloody blue glow effect is a side effect of the prompts I use too often)
"Oh my goodness, the alien blue glow beam has increased my bust!"
View attachment 4670509
"I heard this game was really good, I've been looking forward to playing it for ages!"
View attachment 4670544
(with

to
GrayTShirt)