#Dreambooth will change how 2D game assets are being designed or generated.
Today's exploration: treasure chests ππ°.
I trained Stable Diffusion with some low-poly treasure chests (23 images). 1h later, here's what's possible (π§΅):
At first, I randomly generated a set of 64 items, without any specific prompt engineering ("a treasure chest").
Here's a close-up view:
It's possible to add some backgrounds as well (forest, ocean)...
... or to generate a set of icons (with the squircle frame)
Let's be more specific and design "an old Asian treasure chest". Like the one pictured below.
Pretty easy... by using #img2img, I'm getting similar low-poly chests that look like the original photograph.
The same concept, this time with a "wooden pirate chestβ. The model keeps the shape of the original image.
There's literally no limit.
In the example below, I added: "wooden", "steel", "golden" and even "Halloween" & "Christmas".
Some more explorations (spaceship chest, superhero chest, chest with legs...)
Please reach out if you're a concept artist and would like to try this with your own art/style/content (from props to characters, weapons, environments, etc).
From multiple consistent objects within a single image to fully recreated 3D objects in Blender.
100% AI-generated.
Workflow detailed below π
Step 1/
Generate a grid of 6 consistent objects. For this, I used @Scenario_gg with the "Juicy Icons" model, which consistently creates cartoon-style, simplified 3D icons arranged in a grid.
Absolutely loving that this is happening during GDC week π . My schedule's packed with meetings & meetups, so not much time to vibe code, but I spun up a basic demo for a platformer jumping game, in minutes.
This was fully prompted via Claude 3.7 (on the left), zero manual tweaks. Link below π and I'll keep sharing improvements and tips!
2025 is going to be a wild year for AI-powered game devs.
I used @JustinPBarnett's MCP on Github - check it out here
So far, it feels even easier than Blender, and I canβt wait to add more actions, assets, textures, and gameplay!github.com/justinpbarnettβ¦
My main tip so far is that, just like with Blender MCP, you should proceed step by step >> one edit or element at a time.
Otherwise, Claude will go crazy and wil try doing everything at once (and fail).
Here are the key steps to creating stunning turnaround, using #Scenario ()
1/ Train or pick a character model (A).
2/ Optionaly>, pick a style model (B). Use it to create training images for (A), or you can merge both (A + B = C) for example.
3/ Utilize the custom model (A or C) to generate consistent characters. Then select a reference image to produce initial character turnarounds in your desired poses.
4/ Refine these initial outputs using Sketching and image2image.
5/ Select the best result and refine details in the Canvas for maximum consistency.
6/ Finally, upscale your final image (up to 8K resolution.)