Well done! The animation is maybe a bit exagerated, it is looking like he's stepping on his toe to make no sounds. Otherwise, nice modeling and texure.
Can someone point me towards resources a beginner at 2D art can leverage?
No. There's a lot of resources out there. No one could point you to the one specific to your needs. You have to try some for yourself, see what works for you and what doesn't. (I like Marc Brunet's channel on YouTube, but should every one learn from him? Probably not... although for drawing VN it wouldn't be a bad idea I guess...)
Maybe come back when you've tried some, so you can explain what you liked / dind't liked from such resources, and we can try to guide you towards more fitting resources. Otherwise, it's just asking for a massive name dropping that you'll have a hard time to filter.
I do have a visual style in mind but no technical skills to materialize them. Premade and paid assets won't exactly work for this project due to the visual style I have in mind being a little unconventional.
If you're not an established artist already, I'll suggest you to drop any style-specific expectation. This is not granted that you will be able to draw what you have in mind. First drawings will be extremely far from your expectations, and it may break your motivation, as well as putting the game you want to create on a hiatus.
Maybe with time your mind will adapt to your own abilities, but for the years I have been drawing, I still have almost no idea how a drawing will come out before I finish it...
Don(t take my comment wrong, I don't want to discourage you from getting into 2D arts, but doing so in order to fit a very specific game idea that you cannot find any available artist being able to pull off will set you on the wrong track IMO.
I'd suggest you get into drawing 2D art for fun, maybe share some here or on a social network. While you might develop your VN with the aid of established artists, so it'll be one less potential blocker to a project of this envergure.
Maybe you might even use your own drawings to communicate your ideas to contracted artists at some point, but that's the maximum I'd suggest you to hope for at the moment. (Again, I'm just trying to avoid you getting frustrated)
Not all games needs a pixel art spritesheet with walk cycle animation. Some games like VN, rogue-lites, deck builders, management simulation, city builders, etc., might only need some static images.
And you may also use static images + bone animation to make some ... animations. I've yet to see much of what control net can do, but if it can you make a character in a certain pose, then do that 3/12/24 times and you have a walk animation!
Maybe we're all robots stuck in a simulation, who knows...
and the economy becomes meaningless because our intelligent but not-conscious robot slaves do all the work for us.
(emphasis mine) This is not going to be "our" robots as the things are going now. Robots are going to be someone's private property. Unless:
we change private property OR
we acquire those robots (and then "we" is "me + collaborators")
By the way, could OGA assets be considered as an ethcial dataset? It seems large enough, has some sort of categorization (with tags). Would training an open source model on it be doable?
Can AI be "as intelligent" as humans, without being "as dumb" as well? Will it ever be able to discern the best of our thought process and the worst of it without being told so by a human supervisor?
I agree AI may push down the wages of people (if software can do the same job as a human, a human only has a job if they can do it more cheaply). But that's at risk of happening for programmers and artists. And even if that means it's not technically the end of 2D artists, that's still pretty disruptive if it's "well you can work, but only for lower and lower wages".
I don"t think that's what going to happen. More probably, professional artists will learn to include AI in their production processes (Adobe Firefly is a step in that direction). While the prices will surely go down, artists may be able to produce more to compensate. However, as it have been done with any kind of automation, jobs will get more rare (because if you increase the production speed, doesn't mean you increase the needs for produced goods as well).
There are several ideas in the same concept. Maybe try to prompt each individual part, then photobash them together, then use img2img to get your final render... and maybe some more fixing passes over it.
Although, forcing this to be rendered by an AI is quite a big leap of faith, as you can be absolutely sure its training data is lacking relevant examples.
Pretty chill atmosphere, well done!
You may have heard them i you played a Fallout game. ;)
Well done! The animation is maybe a bit exagerated, it is looking like he's stepping on his toe to make no sounds. Otherwise, nice modeling and texure.
Nmn is still active on DeviantArt: https://www.deviantart.com/notmuchnormal if you want to see some of his latest designs (I don't believe they're CC0 though).
Nice! I have some Ink Spots songs playing in my head just by seeing this... ;)
Sounds good!
No. There's a lot of resources out there. No one could point you to the one specific to your needs. You have to try some for yourself, see what works for you and what doesn't. (I like Marc Brunet's channel on YouTube, but should every one learn from him? Probably not... although for drawing VN it wouldn't be a bad idea I guess...)
Maybe come back when you've tried some, so you can explain what you liked / dind't liked from such resources, and we can try to guide you towards more fitting resources. Otherwise, it's just asking for a massive name dropping that you'll have a hard time to filter.
If you're not an established artist already, I'll suggest you to drop any style-specific expectation. This is not granted that you will be able to draw what you have in mind. First drawings will be extremely far from your expectations, and it may break your motivation, as well as putting the game you want to create on a hiatus.
Maybe with time your mind will adapt to your own abilities, but for the years I have been drawing, I still have almost no idea how a drawing will come out before I finish it...
Don(t take my comment wrong, I don't want to discourage you from getting into 2D arts, but doing so in order to fit a very specific game idea that you cannot find any available artist being able to pull off will set you on the wrong track IMO.
I'd suggest you get into drawing 2D art for fun, maybe share some here or on a social network. While you might develop your VN with the aid of established artists, so it'll be one less potential blocker to a project of this envergure.
Maybe you might even use your own drawings to communicate your ideas to contracted artists at some point, but that's the maximum I'd suggest you to hope for at the moment. (Again, I'm just trying to avoid you getting frustrated)
Best of luck,
raaaahman
Not all games needs a pixel art spritesheet with walk cycle animation. Some games like VN, rogue-lites, deck builders, management simulation, city builders, etc., might only need some static images.
And you may also use static images + bone animation to make some ... animations. I've yet to see much of what control net can do, but if it can you make a character in a certain pose, then do that 3/12/24 times and you have a walk animation!
Maybe we're all robots stuck in a simulation, who knows...
(emphasis mine) This is not going to be "our" robots as the things are going now. Robots are going to be someone's private property. Unless:
By the way, could OGA assets be considered as an ethcial dataset? It seems large enough, has some sort of categorization (with tags). Would training an open source model on it be doable?
Can AI be "as intelligent" as humans, without being "as dumb" as well? Will it ever be able to discern the best of our thought process and the worst of it without being told so by a human supervisor?
I don"t think that's what going to happen. More probably, professional artists will learn to include AI in their production processes (Adobe Firefly is a step in that direction). While the prices will surely go down, artists may be able to produce more to compensate. However, as it have been done with any kind of automation, jobs will get more rare (because if you increase the production speed, doesn't mean you increase the needs for produced goods as well).
There are several ideas in the same concept. Maybe try to prompt each individual part, then photobash them together, then use img2img to get your final render... and maybe some more fixing passes over it.
Although, forcing this to be rendered by an AI is quite a big leap of faith, as you can be absolutely sure its training data is lacking relevant examples.
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