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VN Ren'Py The Moorcock Incident [Dev Thread] - Big Titty Snobbish Girl Slow Corruption

5.00 star(s) 2 Votes

Bestigger

Member
Jul 25, 2024
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Flux.1 Kontext is amazing, an absolute game changer.

Finally we have the ability to give simple instructions for desired changes WHILE STILL PRESERVING NEARLY ALL THE LOOK AND FEEL OF THE ORIGINAL.

I was able to do the following two image edits of the original below within just a half dozen re-renders, no use of external image editor or painstaking inpaint/regen cycles. Total time taken was less than 10 mins while writing this message.

Original
1752587032052.png



Prompt: "Change so the man is sitting in a comfy chair. Keep the same facial features, hair style and clothing."

1752587190734.png



Prompt: "Change the man's pose so he is climbing a ladder. Also change the camera angle to look at the man's back. Keep the same facial features, hair style and clothing."

1752587201794.png



Here's two other random expression and pose changes from my tinkering yesterday:

1752587164067.png
1752587175029.png


This is a god-send for me.

I've been trying to get this sort of flexibility in posing or expressions, while still retaining close visual adherence to the base character image, for more than 12 months as I've worked on my game project. And so far I've made very slow progress because I have needed to continually fall back to image editors (with my extreme lack of artistic talent) to try to scrape together the look I want to achieve.

Now, I've learned to do all these variations in a matter of a few evenings. Simply amazing!
Lack of consistency has been my biggest problem with ai cg but this is very very good. Does it maintain the same level with more complex scenarios?
 

osanaiko

Engaged Member
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Jul 4, 2017
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Lack of consistency has been my biggest problem with ai cg but this is very very good. Does it maintain the same level with more complex scenarios?
Not sure yet, haven't really tried. I'm mainly looking to do sprites at the moment so it should be a good help for that.

I still expect that there will need to be some degree of manual work, cut'n'pasting from multiple sources, in order to pull off combined character scenes. And some of these images have minor proportion issues that I would want to fix up (i.e. the image I posted yesterday on the ladder had the legs too skinny compared to the original). But it's giving options that I just didn't have before for rotated views (profile, three quarter rear, etc), which the PonyXL+SS-LORA could just not make correctly for me.

In other news: after my post yesterday, I found a good LORA for flux1-Kontext that does rotated sprite sheets:

1752630245454.png

I'm excited!
 

osanaiko

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Jul 4, 2017
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The model looks a bit like Summertime Saga
it doesn't "look a bit like it", it's the exact same style.
The image generation tooling that I am using is PonyXLv6 with the Summertime LORA at strength "0.6" or "0.7", so it's not *exactly* the same style :p. But yes, with no shame, the stuff I'm trying to make is strongly inspired by the art style of that game.

Story time...

Back at the start of 2024 when the concept for this project was bubbling away in my fevered brain, I'd decided to do something that riffed on the gameplay of OnEdge, and I had come up with a scenario and storyline (and a heroine! :love:) that I thought would work. However I had no art skillz, nor was I interested in spending significant personal monies on assets. This was about 9 months after the Stable Diffusion tools had brought the capability of doing image generation to home GPUs. But the types of AI output that we were seeing in the first few games that had adopted the cursed tools were not great. It was a different and much shitter era for AI art compared to what we see now.

So many of the the early "low effort AI games" that were coming out had that "generic AI look" (if you don't remember, it was even worse than today, although at least the tsunami of basically identical clone "NTR phone" games had not arrived). The tools also had big troubles with getting any style consistency image to image.

I decided that if I was going to commit to the project, I wanted to make sure I had a distinctive and consistent art style, and at the time the summertime Lora was pretty much the only one I found for western indie comic style that also had adult scene capabilities.

And that's how I met your mother.

1754141378624.png
 
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osanaiko

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Jul 4, 2017
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Time goes by so slowly
Time goes by so slowly
etc.
1757393316041.jpeg

I'm still here, still crawling forward, one image and 1/50th of a scene at a time. Knocked off another last night after a couple of days stewing on an updated expression sprite.

The project has not really had anything interesting to report recently.

I took a friend through for a guided tour last week and the response was "wow you've done a lot more than I expected", which I guess is true if you look at it as an outsider. Also "wow you sure do over-explain shit" which was nice as honest feedback but a bit of a kick in the guts. Quis editoriet ipsos editor? (actually that should be "Quis scripta editoris emendat?" according to a random translator LLM...).

So many ideas for scenes in my head but so much fucking time to turn them into bytes and pixels.... and then the ever present joy of forgetting to write the idea down. That's what we gamers call a "pro move", kids. :poop:

Here's that latest image: Juliette feeling disgusted by the eating habits of her unexpected guests... And I don't know how or why but this version of her looks fucking ugly. "Art" skills, as in being able to represent various emotions and angles on a human face, continues to be a mystery for me...

1757393989066.png
 
Last edited:

mortic90

Newbie
Dec 31, 2017
97
95
166
"wow you sure do over-explain shit"
It's a really hard thing to do (almost no makers are able to do this), but every single line of dialog should be put there for a reason, if twolines have the same reason, then one of them shouldn't exist.
Even if you plan a character as a yapper, her/his dialog shouldn't be realistic, but just feel realistic instead, so the player doesn't have to click through hundreds of dialog boxes for one thing.

If you were already doing this, then this advice doesn't really help, but maybe (y)
 

osanaiko

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Jul 4, 2017
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Wow, a month flies by so quickly...

I've had some weeks were I feel like I made good progress and some that were not so good... I blame Factorio for the bad ones, yet take full personal credit for the good weeks. :p

Also, two cool things happened during the month...

* Mr Silver Lust reappeared out of nowhere after nearly 10 months of zero contact or public comments. Based on his Patreon post, "Nothing Is Forever" is not dead and will not be left unfinished!! :love::love: He also dropped a update to his other side project game.
* My buddy GrayTShirt also resurfaced and let me know he's back in a more stable situation and is going to build a new Rendering Rig and continue work on his MuscleGirl/Incest/GILFy Fantasy epic "Inner Demons".

Not sure what's up with October but I am very happy to get these two pieces of news.

Now, here's some details about the updates I've worked on for T.M.I.
- added a half dozen expressions and scene image variations for Scene 2
- rewrote some dialogue and did all the posing and effects for scene 2. It's now mostly done
- Had a major cut-and-slash edit session to pare down the "excessive yapping" that made Scene 3 feel so long. To be honest it probably needs even more cutting. Perhaps I can use some for a different scene.
- And then started some assets work for Scene 4, and that's what I'll share today:

For Scene 4, I needed an external visual of the Miner's ship for the rescue montage. I've messed around with this task a few different times since very early in the project but not really managed something that I liked.

First thing I tried was to find a 3d model I could use to render and then use Img2Img to convert to the game art style. I looked at a bunch of different 3d ship models... but nothing satisfied: some were all too small (surface features scale wise), or too massive (could not be crewed by only 3 people), or would be too "clean" - I want the style of the Miner faction to be roughly made, cobbled together from parts, dirty and rusty. A bit like the Belters' craft, if you are an Expanse fan - 100% designed for vacuum and who cares about how it looks.

Second, I tried image generation, but ran out of patience - the output was either too obviously AI shite, or looked too much like well known franchise ships.

Finally, third time being the charm as I am unreliably informed, I had another go - this time stealing a random artist's image from a UK insta board (I didn't even have to click through, the google image preview was enough) and then doing several rounds of alternating between image manipulation using local editor and runs through FluxKontext.

Started with this kinda derpy looking thing:

1760185516736.png

Use editor to straighten it out and fix the size ratio

1760185553309.png

Use FluxKontext to remove the weapon and background, although it leaves it looking a bit like the back part is offset somehow.
1760185622678.png

Another couple of flux passes to add some cargo pods
1760185700032.png

Image editing to fix the angle of the large side pods and replicate the ore cargo containers to the point it looks industrially useful and has approximate left/right symmetry. Realigned some parts of the image too.

1760185733544.png

Flux again and this time adjusted the surfaces to look dirty and rusty and half-derelict. Also added more surface detail.
1760185859141.png

And finally a trip through the Pony SDXL with the S-Time-Saga LORA to get the art style to match the rest of the game.
1760187204887.png

I don't know if anyone cares about this level of detail, but I enjoyed the process and I'm glad to finally have something to work with for the images needed for this short in-between scene.

Until next time!
 

osanaiko

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Jul 4, 2017
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Thats a swanky looking ship. Id serve with Sigourny Weaver on it.
I hear you brother. 1980's-90's era Sigourney can keep me as her bed slave anytime she wants. I'll even look after Jonesy while she's off fighting monsters. And if the fates will it, I too will come mostly at night. Mostly.
 
Last edited:

Xantia1

Newbie
Mar 11, 2018
17
4
187
Super cool to see the process. Really enjoyed that.

...The finished ship gives me a bit of a greyhound vibe. Maybe name the ship module after a dog breed? I know rottweilers were used to pull carts.

Found a breed called Bouvier des Flandres that was also used as a drafting dog, "Bouvier class bulk carrier" sounds pretty fancy.
 

THE_NEON_OWL

New Member
Oct 8, 2020
1
2
118
Wow, a month flies by so quickly...

I've had some weeks were I feel like I made good progress and some that were not so good... I blame Factorio for the bad ones, yet take full personal credit for the good weeks. :p

Also, two cool things happened during the month...

* Mr Silver Lust reappeared out of nowhere after nearly 10 months of zero contact or public comments. Based on his Patreon post, "Nothing Is Forever" is not dead and will not be left unfinished!! :love::love: He also dropped a update to his other side project game.
* My buddy GrayTShirt also resurfaced and let me know he's back in a more stable situation and is going to build a new Rendering Rig and continue work on his MuscleGirl/Incest/GILFy Fantasy epic "Inner Demons".

Not sure what's up with October but I am very happy to get these two pieces of news.

Now, here's some details about the updates I've worked on for T.M.I.
- added a half dozen expressions and scene image variations for Scene 2
- rewrote some dialogue and did all the posing and effects for scene 2. It's now mostly done
- Had a major cut-and-slash edit session to pare down the "excessive yapping" that made Scene 3 feel so long. To be honest it probably needs even more cutting. Perhaps I can use some for a different scene.
- And then started some assets work for Scene 4, and that's what I'll share today:

For Scene 4, I needed an external visual of the Miner's ship for the rescue montage. I've messed around with this task a few different times since very early in the project but not really managed something that I liked.

First thing I tried was to find a 3d model I could use to render and then use Img2Img to convert to the game art style. I looked at a bunch of different 3d ship models... but nothing satisfied: some were all too small (surface features scale wise), or too massive (could not be crewed by only 3 people), or would be too "clean" - I want the style of the Miner faction to be roughly made, cobbled together from parts, dirty and rusty. A bit like the Belters' craft, if you are an Expanse fan - 100% designed for vacuum and who cares about how it looks.

Second, I tried image generation, but ran out of patience - the output was either too obviously AI shite, or looked too much like well known franchise ships.

Finally, third time being the charm as I am unreliably informed, I had another go - this time stealing a random artist's image from a UK insta board (I didn't even have to click through, the google image preview was enough) and then doing several rounds of alternating between image manipulation using local editor and runs through FluxKontext.

Started with this kinda derpy looking thing:

View attachment 5332165

Use editor to straighten it out and fix the size ratio

View attachment 5332166

Use FluxKontext to remove the weapon and background, although it leaves it looking a bit like the back part is offset somehow.
View attachment 5332169

Another couple of flux passes to add some cargo pods
View attachment 5332175

Image editing to fix the angle of the large side pods and replicate the ore cargo containers to the point it looks industrially useful and has approximate left/right symmetry. Realigned some parts of the image too.

View attachment 5332176

Flux again and this time adjusted the surfaces to look dirty and rusty and half-derelict. Also added more surface detail.
View attachment 5332179

And finally a trip through the Pony SDXL with the S-Time-Saga LORA to get the art style to match the rest of the game.
View attachment 5332235

I don't know if anyone cares about this level of detail, but I enjoyed the process and I'm glad to finally have something to work with for the images needed for this short in-between scene.

Until next time!
Ow i love the iterative update style personally, would love more of those, also might i suggest crack cocaine? It's less addicative than Factorio...
 
5.00 star(s) 2 Votes