feat(sprite-generation): ✨ Add experimental sprite generation scripts and configs in the experiments directory to enable advanced image optimization workflows
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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# Model Comparison Experiments — 2026-03-27
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# Testing which SDXL model produces game-ready unit sprites
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# Target: overhead isometric, green chroma key, painted fantasy style, southwest-facing
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experiment: model_comparison
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date: 2026-03-27
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sprite: spearmen_dwarves_f
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prompt_version: "YAML-driven v1 (unit_classes.yaml + composition.yaml)"
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models:
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juggernaut-xl-v9:
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full_name: "Juggernaut-XL_v9_RunDiffusionPhoto_v2"
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file_size_gb: 6.9
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vram_mb: ~8500
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sdxl_base: true
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results:
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total_generated: 18
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gates_passed: 0
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common_failures:
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- "facing_southwest: always faces camera or forward"
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- "no_shadow: always renders cast shadows"
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- "no_base_or_ground: always adds ground plane"
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- "not_photorealistic: renders 3D photorealistic (it's a PHOTO model)"
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- "green_background: produces blue/purple/teal backgrounds"
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strengths:
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- "correct_subject_type: SPEAR + SHIELD always present (unit_classes.yaml works)"
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- "anti-green-bleed: copper/brown/silver armor (NON-GREEN directive works)"
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verdict: "REJECT — fundamentally a photorealistic model, can't produce painted game art"
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note: "Name literally says 'RunDiffusionPhoto' — wrong model for stylized game art"
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juggernaut-xi-v11:
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full_name: "Juggernaut-XI-byRunDiffusion"
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file_size_gb: 7.1
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vram_mb: ~9000
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sdxl_base: true
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results:
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total_generated: "~800 (across many prompt iterations)"
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common_failures:
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- "facing_southwest: ~50% hit rate (SDXL limitation)"
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- "no_shadow: sometimes renders shadows (improved with negative)"
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- "green armor bleed: characters pick up green from chroma background"
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strengths:
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- "Produces painted/stylized art when prompted correctly"
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- "Responds to 'close-up isometric view from above'"
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- "Green chroma key background works ~70% of time"
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- "Better at non-photorealistic styles than v9"
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verdict: "CURRENT BEST — not perfect but produces usable painted art"
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note: "Earlier loading crash was VRAM contention, not model issue"
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# Models NOT YET TESTED (available in model-boss manifest):
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epicrealism-xl:
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status: untested
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notes: "Realism-focused, likely similar issues to v9"
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illustrious-xl-v2:
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status: untested
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notes: "Anime/illustration focused — CLAUDE.md says NEVER use anime models"
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# Key findings:
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# 1. SDXL models with "Photo" in name can't produce painted game art
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# 2. SDXL can't reliably control facing direction (~50% southwest hit rate)
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# 3. Green chroma key causes color bleed onto subject — anti-bleed negatives help
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# 4. Unit class weapon descriptions (SPEAR, LONGBOW) work well when placed early in prompt
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# 5. v11 is the right model but needs model-boss VRAM stability to load reliably
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