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Published: 2024-01-11 14:22:23 +0000 UTC; Views: 8203; Favourites: 19; Downloads: 7
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Description
At some point in the past, I did a few experiments with using somebody's Sims 4 artwork as a base for AI image gen. Now I'm returning with some new tools to try out to see what can be done!Since this is the first, I'll quickly run through the basics of what I did to get the image bases to use. I used Sims 4 to make all the bases, with the most notable mods being zel1302 's better in-game weightgain mod to help "enhance" the figures of my Sim models-to-be (though actually, haven't really used it to its full extent for most of what I'm going to share :v), and Pose Player to help in the few times I actually posed the sims. For cheats I used "headlineeffects off" to hide the speech bubbles/plumbobs, because they're annoying for pictures
So, as for this picture... This was my first, and probably worse documented, attempt. I was mostly figuring out what ControlNets would be best to use, and what settings would work (generally, I settled on ~0.5 for all their weights). Lower guidance attempts seemed to struggle with the concept of looking away - even with OpenPose, the model's biases fought against it. It wasn't until I started using a line ControlNet that I could mostly constrain the pose in there. Upscales/higher denoising had a tendency to eliminate all detail from the wall, so I had to composite together two images - one with a good character result, and one with a good background. While I wasn't fully intending to, I couldn't help myself but inpaint a bit to touch things up xP
The techniques/models I settled on for this image were:
- Using the screenshot for an img2img base (various denoising strengths). This helped lock in the colours, which was somewhat needed to help the complex scene be separated out well. Also because I wanted to.
- Canny/SoftEdge to help maintain the pose, the brickwork pattern that liked to get lost, and generally all the complex stuff in the scene.
- Depth, to provide more context to what the lines mean, since the scene is quite busy and features depth.
- Normals, because sometimes Depth and Canny would fail to interpret things correctly, such as adding holes in the wall or weird features at ambiguous parts. It still was a bit wonky with this, but less so. Note that I screwed up the Normals screenshot by accidentally leaving the game display option on - I don't know how well the resulting image actually worked, if at all.
Model: epiCPhotoGasm - Last Unicorn [62BB78983A]
This was the base image:
You can find the rest of the base images involved here .
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Comments: 2
PseudoChmod [2024-01-11 16:02:07 +0000 UTC]
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AL-818 [2024-01-11 14:29:16 +0000 UTC]
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