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#ai #bbw #bigbreasts #breasts #cake #fat #feasting #female #girl #overweight #pie #pov #realism #sims #woman #aiart #sims4 #femalepov #stablediffusion #cleavage #firstpersonview
Published: 2024-01-14 12:50:03 +0000 UTC; Views: 7282; Favourites: 35; Downloads: 4
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Description
A generous bust requires generous portion sizes to maintain. The view from here also helps conceal the bulging belly this sort of "maintenance" provides.Did you know Sims 4 has a first person mode you can play in? It's fun and immersive to play around in the game world you've helped shape, and also happens to be one of the few places you'll get any easy fat character POV. It's Shift+TAB to trigger it, by the way. It was a bit of a pain to get any interestingly angled shots, because if you don't input anything for a few moments, the camera resets back to centre view. Obviously that makes it a bit difficult to take 3 different screenshots at the exact same position, so this ended up being from a default angle.
I didn't think that first person POVs would work well in AI - especially in a general model - but with best possible guidance at our disposal, it would be be the best opportunity to try. And yep, I was right to think it wouldn't got well XD. I ended up having to use every source of guidance on this: Canny, Depth, Normals, and img2img. In terms of problems, notes, and discoveries, here's some of the things I ran into:
- The model wasn't at all prepared to cope with the weird angle. Left to its own devices, it'd change the cleavage to a pair of breasts facing the camera.
- The game character's skin was pale enough that the AI kept misinterpreting it as part of the white shirt. I had to make an edit with a more tanned cleavage area to prevent that.
- General models aren't on the brightest side, especially when attempting a non-standard angle - it kept mixing concepts together, mainly turning the cakes or breasts into pies. I eventually relented and started using subprompting (AKA regional prompting) to help prevent the concept bleeding, which helped immeasurably (at the expense of longer generation times).
- I accidentally screwed up the Canny sensitivity, which lead to weird pixelating/artifacting that I later had to inpaint out.
- The in-game model (and thus, everything taken using it) really showed its polygons, which of course came through in the output. After the initial generation, I rounded out what would be the curves with the liquify brush. The curves described by the in-game model weren't exactly the best, but I still tried to remain loyal to them regardless xP
- The lighting of the foodstuffs may seem a little off, because I composited them in from another generation in the interests of minimizing inpainting ;b
- I still did a bit of inpainting. I feel like that's a given at this point, but still...
Model: epiCPhotoGasm - Last Unicorn [62BB78983A]
This was the base image:
You can find the rest of the base images involvedΒ here .
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shapelypear77 [2024-02-16 18:31:23 +0000 UTC]
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jcjonesacp [2024-01-14 13:10:16 +0000 UTC]
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