Jussi Kemppainen Profile picture
May 30 8 tweets 5 min read Twitter logo Read on Twitter
I used the new @Photoshop beta generative fill and @Blender to blend together multiple @midjourney generated #AIArtworks to create a 2.5D location for a point and click adventure game. 🧵 #buildinpublic #gamedev
1/8
Link to the breakdown and devblog: echoesofsomewhere.com/2023/05/29/hom…

2/8
First, I generated a couple of dozen images in Midjourney. From those I chose 2 that I would combine to make the apartment.
3/8 ImageImage
These images were then edited in Photoshop Beta, using the generative fill. Outpainting to extend the images to give more breathing room in the location for the player character and inpainting to make the locations fit together better. I also graded the room light to match
4/8 Image
ext, I used the tools fSpy and Blender to turn the images into 3D locations.
fSpy is a free app that is used to reverse-engineer camera data, focal length, height, orientation, from a photo.
Blender is a free 3D software.
5/8 ImageImage
The rooms were now ready to be placed next to each other in Unity.
I scaled them to match the player character scale and arranged in a way that allowed the player t walk from one to another and for the camera move to make sense.
6/8 ImageImage
I added a trigger to the doorway that transitioned between the 2 fSpy cameras when the character moved from one room to another. I placed some black boxes at the seam to cover the seam better. I also added a vignette to make the rooms appear from the dark.
7/8
Apart from the apartment being AI generated, the character in the scene is also designed and textured by an AI: echoesofsomewhere.com/2023/01/04/ai-…

I have not tried a thread before this. Was it a good idea? Would you like to have more tweets like this in the future?
8/8

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More from @JussiKemppainen

Jan 27
I wrote a completely custom shader for relighting a flat 2D background image in Unity. All realtime lighting in the environment are hand painted: the shadows and the moving light #indiedevhour
the texture passes Image
The shaders are getting rather complicated as I needed to redo the URP lighting math completely custom on unlit shaders.
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