I bought a pack of characters with pointy ears. They made me think of the goblins in Harry Potter (but more human-like)
I trained a finetune using @Scenario_gg (internal alpha) and started prompting (calling them "persons").
At first, you get this, but then the fun begins.👇
A basic prompt, no modifier ("a person")
All are perfectly consistent (the clothes, the ears, the accessories). There are some variations, though.
For a village, you need males and females, so I did "a female person".
Despite having zero female characters in the initial training data, it generated this:
Any village has kids, so kids I did. Boys and girls.
With pointy ears like their parents.
The girls look even better.
When a specific character looks interesting, it's worth generating some variants (different poses, accessories, expressions).
I just use img2img on the initial character to get 16, 40 or more.
They can dance, too ("a dancing person").
Every village needs protection, so I did some soldiers.
The soldiers could be samurais, too (with pointy ears).
This gets further than the original style, so there are some discrepancies.
Same for "the Inca warriors"
Or the African tribesmen (raw output, without background removal)
I usually finish explorations with fun prompts, for example, using "#plasticine" (newly discovered modifiers).
"A plasticine figurine of a person"
They would be amazing, 3D printed.
That's it!
It's the type of exploration we want people to do, using @Scenario_gg, soon.
If you liked this thread, please feel free to RT the first tweets, like/follow, or just leave your email, so you are notified when we launch🚀 >> scenario.gg
From multiple consistent objects within a single image to fully recreated 3D objects in Blender.
100% AI-generated.
Workflow detailed below 👇
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 😅. 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 👇 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 can’t wait to add more actions, assets, textures, and gameplay!github.com/justinpbarnett…
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.)