My ongoing Chuck and Sarah playthrough has been fun, and has required a bit of learning and experimenting with the AI art. Mainly because of my choice to recreate two favorite characters from a TV show. This led to me creating character models, mostly from photos of the actors. Because that setting was modern, I also created medieval fantasy versions of the characters in the gear I wanted them wearing (with Co-Pilot) that was mixed into their model builds. So in a nutshell, the models “know” Chuck’s signature light blue tunic and Sarah’s silver plate armor. This was a fairly involved process, but at least for the character portraits themselves, it has worked very well.
OpenArt remains a more limited generative AI I believe, but at least in that context of portraits it can do some very nice work. Photo-realistic renders of Chuck and Sarah as fantasy role-playing heroes.

I mentioned back when I did my Psyche and Diomedes run how special those characters had always been to me. They’ve been with me my entire adult life, over 45 years now. And in the odd way that makes sense to gamers (and maybe writers?) I know and love them.
That run was illustrated entirely by Co-Pilot. I got some good results, but there is a little problem of shift. Because Co-Pilot does not use models, each render is unique and the character is drawn from the input verbal description. I got some results I was quite happy with for Psyche. She was described as “Female Human, Age 20, Russian, short, beautiful, long brown hair” (sometimes “in a pony tail”). Dressed in either “purple robes with gold trim” or “sleeveless purple tunic” depending on how she was geared up.

These were the two portraits I used through most of the game, so we’ll say “definitive Psyche”.
But in many renders she looked wildly different.

Not an ugly picture! And correct in the written details. (I’d say she looks more Scottish than Russian? Ethnicity is a weak way of describing traits) But obviously very different from my view of Psyche.

So what if I put together a half dozen of my favorite Psyche renders and use them to build a model for OpenArt? What would a model built entirely from AI renders look like?

Meet OpenArt Psyche.

This is striking. Suddenly I have a much more consistent character. Its not quite as solid as my Chuck and Sarah models, I can think of two things that likely contribute. First, six training pictures is a pretty small sample, not a lot to draw on. Second, they aren’t completely consistent between each other. At least not like multiple photos of the same actor are. But seriously, this is pretty good.

OpenArt does make some daring choices. This is still “purple robe with gold trim”.
Psyche stays more active than many mages.
She also enjoys Civil Engineering.

A weakness of OpenArt emerges when we start putting these portraits into scenes. It is much more of a fight than similar scenes with Co-Pilot.
But Psyche *has to be* shown with her husband Diomedes. They have been an inseparable pair for their entire existence.

You can see the difference in these characters, Diomedes is simply verbally described like he would have been in Co-Pilot. While Psyche is a model. Obviously we see a lot more consistent features for Psyche between these renders than we do for Diomedes.

This was a fun experiment. At this point I have no particular goal in mind for this work. No future playthrough planned. But I’ll likely revisit these characters again as my abilities with the generative AIs develop.

2 responses to “Psyche: Revisited”

  1. Zeno Avatar
    Zeno

    That’s a fun set. I particularly like the horseback riding one. Really wish one of these games used that. Only game I can recall that does is Wrath of the Righteous, and that one didn’t really jive with me.

    I’ll have to do this experiment with some of mine at some point. For portraits and non action scenes it looks really good. But my focus has really been on combos lately. That success at four-in-a-shot has me itching for easier ways to pull that off.

    Of course I’m already planning for the next playthrough or two. Trying to think of takes that will make me stretch the art in new ways.

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    1. atcDave Avatar
      atcDave

      OpenArt seems like a classic one-trick pony. It is really good at one thing, making beautiful, stable character portraits. It can be coaxed into decent, more involved scenes and settings. But it starts breaking down with more involved fantasy action and multiple characters. I’m still wanting to be proven wrong on that!

      I was really pleased with how much I could do with a model derived from so few training pictures. Although it can’t show much emotion beyond what you put into it, so I would need some more emotive renders of Psyche to show anything beyond her signature confident smile.

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