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Brief breakdown of my AI -> Game workflow for characters using Midjourney, Adobe Photoshop (beta), @FoundryModo, valentina Mendez Mendez & Unity for Games 🧵 1/11 #Aiart #indiedev

157,099 görüntüleme • 3 yıl önce •via X (Twitter)

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Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

Link to the breakdown and devblog: 2/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

Prompt “very old and weak man, cyberpunk point and click adventure game character, full body, model sheet turnaround, full color, front::4 view, side view and back view --v 4 --ar 3:2“ The secret for many views of the character was to generate all of the angles in one image! 3/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

I chopped the image into pieces to be used as a background reference in Modo for modeling. The mesh was rigged in Mixamo. I usually rig characters by hand, but this time I wanted to try automated tools. 4/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

To get the different views from the texture projected properly, I created morphs in Modo for each view to project the texture accurately on the mesh. UVs were also done by hand. 5/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

After I projected all the images to the UV map, I combined them in photoshop for the in-game texture. 6/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

For far away scenes this Midjourney based texture was fine, but I added some closeups to the game and the character really begins to fall apart. I needed to do something to fix this. 7/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

My solution was to use the generative fill tool in photoshop beta to get rid of the artefacts that were the result of the texture projection I used to turn the midjourney image into this texture. I also did a fair bit of painting by hand to fix the face and the shadows. 8/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

To fix the character mesh details issue I sculpted in wrinkles to the clothing and on skin and bear&hair. These added details make the realtime lights look a lot better on the surface and emphasise the cloth details. I also modelled the eyeglasses for the character. 9/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

This high polygon sculpt is then baked into a normal map for displaying the detail in engine, without having to make the in-game mesh very dense. The sculpt looks absolutely horrible by itself, but provides just enough normal detail to make the in-game mesh better. 10/11

Jussi Kemppainen | Drivers of the Apocalypse profil fotoğrafı
Jussi Kemppainen | Drivers of the Apocalypse3 yıl önce

I am personally very happy with the way this turned out. There is still work to do with polishing the mesh a bit, but I am now much more confident in using this character for closeups! 11/11

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