the caveat " You may not redistribute this tileset. " is incompatible with CC0 license you selected, and incompatible with any of the licenses available on OGA.
yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
i've actually been working on something similar lately.
i have been usinb blockbench for 3d modelling. it's easy to use, and makes lowpoly models that can somewhat fit the n64 style
the inset image is the actual 3d model in blockbench, pretty much directly inspired by the bully enemies from mario64.
the scene that takes up the bulk of that image is that model in unreal engine, in an unlit scene with faked vertex-based goraud shading on the materials. the goraud shading is what hides the sharp lines of the polygons in n64 games. you can find ripped n64 models online, and if you look at them in modern lighted rendering, the polys are sharp, but on the n64 they have that softened look from the goraud (and in a few later games, phong) shading.
generally speaking, the n64 used max of 64x64 px textures, tho several textures in mario 64 are actually 16x16 and 32x32. there were some tricks used in some later games to render larger textures, like the clock on the clock town tower in majora's mask. the other thing about n64 textures was they were rendered with a unique three-point bilinear filter. in my opinion it is almost indistinguishable to the eye from regular bilinear filtering.
as for finding assets that look like n64 assets, that's been tough for me to find. there is alot more indie nostalgia around the PS1 style than the n64, and more assets around that mimic the style of the former. alot of what you will find is the modern 'mobile style' low poly stuff, which doesnt really capture the feel of the oldies-but-goodies.
there are some good youtube videos that explain and break down how n64 graphics worked better than i ever could:
love that you include the wheelchair and animations for it. that's really cool, not much representation in games for the 'differently abled' so i commend you on that.
is ben your kiddo, or your brother, scott? just wondering. nice chiptunes no matter who made them. they were clearly made with love <3
i think the model itself looks like it came out of meshy.ai or some other prompt-to-3d site
cc-by-sa is your license in the description,
but cc-by is what you have for actual license selected. probably should update that :)
the caveat " You may not redistribute this tileset. " is incompatible with CC0 license you selected, and incompatible with any of the licenses available on OGA.
collection of stuff for that type of game here https://opengameart.org/content/25d-fps-cc0
yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
kenney is really on a roll the last coupla months.
i've actually been working on something similar lately.
i have been usinb blockbench for 3d modelling. it's easy to use, and makes lowpoly models that can somewhat fit the n64 style
the inset image is the actual 3d model in blockbench, pretty much directly inspired by the bully enemies from mario64.
the scene that takes up the bulk of that image is that model in unreal engine, in an unlit scene with faked vertex-based goraud shading on the materials. the goraud shading is what hides the sharp lines of the polygons in n64 games. you can find ripped n64 models online, and if you look at them in modern lighted rendering, the polys are sharp, but on the n64 they have that softened look from the goraud (and in a few later games, phong) shading.
generally speaking, the n64 used max of 64x64 px textures, tho several textures in mario 64 are actually 16x16 and 32x32. there were some tricks used in some later games to render larger textures, like the clock on the clock town tower in majora's mask. the other thing about n64 textures was they were rendered with a unique three-point bilinear filter. in my opinion it is almost indistinguishable to the eye from regular bilinear filtering.
as for finding assets that look like n64 assets, that's been tough for me to find. there is alot more indie nostalgia around the PS1 style than the n64, and more assets around that mimic the style of the former. alot of what you will find is the modern 'mobile style' low poly stuff, which doesnt really capture the feel of the oldies-but-goodies.
there are some good youtube videos that explain and break down how n64 graphics worked better than i ever could:
https://www.youtube.com/watch?v=vskDAr8_8bU&t=7s
https://www.youtube.com/watch?v=8qb6B3WwbPI&t=508s
https://www.youtube.com/watch?v=LJHPaKskvd4
generally speaking, modern 3d rendering engines need some extra tricks to get the old look and feel.
love that you include the wheelchair and animations for it. that's really cool, not much representation in games for the 'differently abled' so i commend you on that.
love it!
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