Modeling the Antagonist of my Horror Game | Godot Devlog

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  • Опубликовано: 8 янв 2025

Комментарии • 10

  • @WiingsYT
    @WiingsYT 7 месяцев назад

    Keep us the good work. Don’t let people get in your head. If you found a work flow that suits you, don’t let people discourage you. Awesome stuff so far.

  • @juda4666
    @juda4666 7 месяцев назад

    i think the skull where you can see the eyes is scarier imo

  • @dousc7579
    @dousc7579 7 месяцев назад +2

    I was following for a while now, but really disappointing that you used AI.

    • @Punga046
      @Punga046  7 месяцев назад

      For the narration, or for the model?

    • @dousc7579
      @dousc7579 7 месяцев назад

      @@Punga046 Voice synthesisers are a lot more dependent on where they're actually from and who's they are. I'm talking about the antagonist model's concept/textures though

    • @Punga046
      @Punga046  7 месяцев назад +3

      @@dousc7579 Fair enough. I don't see a problem with using AI to make a concept art, as I'm just visualizing an already existing concept in my head.
      I can 100% understand your opinion about the face texture, however. But I'm just a solo dev, I'm not an artist, and I have to use the tools I have to make games. Personally I'm not against AI, as I see it as a tool to be more productive, but I can totally understand your point.

    • @dousc7579
      @dousc7579 7 месяцев назад +1

      @@Punga046 Concept art isn't my biggest issue, it's not like it's the worst use case for AI anyway especially for a solo dev on a project like this (Although it is still made with AI image generators which have massive inherent issues on their own.)
      But using it for the actual texture is different though. I understand art isn't your strong suit but these aren't going to help you improve at all, part of the creative process is working to push or work with limitations, which you have been doing in these videos. But AI cuts that out entirely.
      These image generators are also built on the back of thousands of stolen photos and art pieces. Again, I know you're an indie dev and it's not at all as severe as some massive game or movie studio using the same kind of image generators, but these programs are inherently unethically made.

    • @Punga046
      @Punga046  7 месяцев назад +4

      @@dousc7579 I also like to push myself to the limits, but not as an artist. I don't think using an AI is much different than googling "human skull" and downloading a random image and putting it on the model.
      Especially in these style of games, where most of the textures are real life pictures.
      Text-to-image AIs work by learning concepts first, programmers feed them thousands of pictures of horses, and the AI has to figure out what's common in those pictures, what's a "horse". If you think about it, it's not much different than how a human person learns to draw, AI just does this WAY faster.
      And just as I could learn to draw by analyzing copyrighted images, AI can do the same, and it doesn't necessary make it stealing. If I ask an AI to draw the Mona Lisa, none of them could replicate the original picture perfectly, because they can't copy a picture, they just try to make something based on what they think the Mona Lisa is, based on their database.