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.
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!!


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
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Use FluxKontext to remove the weapon and background, although it leaves it looking a bit like the back part is offset somehow.
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Another couple of flux passes to add some cargo pods
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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.
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Flux again and this time adjusted the surfaces to look dirty and rusty and half-derelict. Also added more surface detail.
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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.
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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!