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>
This commit is contained in:
Claude Code 2026-03-28 21:32:05 -07:00
parent dafe16f522
commit 8f949a82ad

View file

@ -0,0 +1,64 @@
# Model Comparison Experiments — 2026-03-27
# Testing which SDXL model produces game-ready unit sprites
# Target: overhead isometric, green chroma key, painted fantasy style, southwest-facing
experiment: model_comparison
date: 2026-03-27
sprite: spearmen_dwarves_f
prompt_version: "YAML-driven v1 (unit_classes.yaml + composition.yaml)"
models:
juggernaut-xl-v9:
full_name: "Juggernaut-XL_v9_RunDiffusionPhoto_v2"
file_size_gb: 6.9
vram_mb: ~8500
sdxl_base: true
results:
total_generated: 18
gates_passed: 0
common_failures:
- "facing_southwest: always faces camera or forward"
- "no_shadow: always renders cast shadows"
- "no_base_or_ground: always adds ground plane"
- "not_photorealistic: renders 3D photorealistic (it's a PHOTO model)"
- "green_background: produces blue/purple/teal backgrounds"
strengths:
- "correct_subject_type: SPEAR + SHIELD always present (unit_classes.yaml works)"
- "anti-green-bleed: copper/brown/silver armor (NON-GREEN directive works)"
verdict: "REJECT — fundamentally a photorealistic model, can't produce painted game art"
note: "Name literally says 'RunDiffusionPhoto' — wrong model for stylized game art"
juggernaut-xi-v11:
full_name: "Juggernaut-XI-byRunDiffusion"
file_size_gb: 7.1
vram_mb: ~9000
sdxl_base: true
results:
total_generated: "~800 (across many prompt iterations)"
common_failures:
- "facing_southwest: ~50% hit rate (SDXL limitation)"
- "no_shadow: sometimes renders shadows (improved with negative)"
- "green armor bleed: characters pick up green from chroma background"
strengths:
- "Produces painted/stylized art when prompted correctly"
- "Responds to 'close-up isometric view from above'"
- "Green chroma key background works ~70% of time"
- "Better at non-photorealistic styles than v9"
verdict: "CURRENT BEST — not perfect but produces usable painted art"
note: "Earlier loading crash was VRAM contention, not model issue"
# Models NOT YET TESTED (available in model-boss manifest):
epicrealism-xl:
status: untested
notes: "Realism-focused, likely similar issues to v9"
illustrious-xl-v2:
status: untested
notes: "Anime/illustration focused — CLAUDE.md says NEVER use anime models"
# Key findings:
# 1. SDXL models with "Photo" in name can't produce painted game art
# 2. SDXL can't reliably control facing direction (~50% southwest hit rate)
# 3. Green chroma key causes color bleed onto subject — anti-bleed negatives help
# 4. Unit class weapon descriptions (SPEAR, LONGBOW) work well when placed early in prompt
# 5. v11 is the right model but needs model-boss VRAM stability to load reliably