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I looked at screenshots of your game. You fixed the ears there (or introduced it to the picture, as he looks a bit different there).

Part of the hate on AI might stem from the fact that people do not understand, that it is a fundamentally different skill to use an AI. A musical orchestra conductor does not play the instruments, yet somehow is attributed with making the music. Same as a photographer is making the picture, yet only operates a device that captures what is there.

Composing and selecting, readjusting, fine tuning, correcting, sifting and formulating the wanted result and mundane computer skills of operating a software. That is what I imagine is needed to operate the AI. As a "classical" artist, you need knowledge of minerals and tinctures, of linen and brush thickness, how colors mix and dry in differnt speeds and ... oh wait. That was actual paint on canvas artists back in the day. Now you select a color in your color tool and it always has this color, with every stroke of the brush uhm the click of your mouse.

Yep, the software has changed some different images are being generated for the same input seed and parameters, something I wasn't aware of which kind of ticks me off, it was so difficult to get these images generated in the first place.

You raise some very good comparisons and I agree with them. I am unfortunately a lousy musician and conductor, seeing as it took me longer to generate the content than coding it

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Well, you are a coder. Toolmaking is a thing that makes us human. In game makeing this is apparant with procedural level design. Why design a level, when you can design rules for levels and let the computer do what compuers do: compute the level.

Once those AI thingies understand procedurally the inner workings of humans and other stuff depicted in images, you can train them differently and not just imitate other art's "hash values". They heavily play the simulacrum game of splottering random stuff that will look, like it is the thing related to the prompt. Boosted to 11 with mechanically tenacity.

It might be possible to do this without "training". Just look at character creation of modern AAA games. One can press the random button there. And with rigging you can do random poses of those models. That character you have there could have been rendered by one of those engines. They are also good with lighting effects. The accessories are another matter.

But if we only train them with pictures of hands, they will see many pictures of hands that are interlocked with other hands and "learn" this, literally not realizing, nor learning, how a 2d projection of a 3d human is supposed to look. What baffles me, is that the negative prompt of disfigured and such work. If it "recognizes" the disfigurement, why did it put it in, in the first place.

Actual artists work with those small wood puppets you can bend to a pose to have reference material, to put it into context.

Anyways, it is a gloryfied random number generator (with imprecise numbers). You can command that one AI to show you the steps by putting out a picture with each iteration of the same starting seed. And it is not some constant kind of evolution towards a fine tuning in direction of the prompt. It takes leaps and bounds all around what it considers fitting to the prompt. You can actually make the image "worse" by having too many iterations. It was fun to play around with the thing, but its limitations became apparant quickly. Or maybe the end of my skillz became apparant. Creating the same character twice is such a limitation. Unless you prompt for some celebrity. Maybe if you have art of your own and teach it, this is MC, make that image look like it is MC weilding an oversized sword in a lightning storm.