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digitalmars.D - Design of an ai assisted 2.5d art tool

reply monkyyy <crazymonkyyy gmail.com> writes:
Yesterday I heard about an "ai greenscreen" technique, you ask an 
image ai to replace the background with a random hexcode, you can 
then generate a mask all kinds of ways from this, maybe you run 
it twice, maybe you do complacted things with finding the center 
and scaling it to find the mask for the orginal.

I tried to generate a uv map using a generalization, it worked 
first try, you ask for textureless 3d model, you then take that 
3d model add in random hexcode back grounds and lighting for the 
4 cardinal directions, maybe it has a failure rate and you need 
some improvements for handling edge cases; maybe ai can just 
generate uv map as is better then this method idk

This is an old videogame rendering trick but you can just take 
that uv map for a cheap 2.5 effect, this makes a "mecha 
chameleon" workflow; ai slop app: 
https://share.gemini.google/YFSkzYzroqgH also just works

Im working on translating the windwaker shader to this 2.5d thing 
https://www.youtube.com/watch?v=mnxs6CR6Zrk ; the ai says Im 
smart but.... im going to run a rendering test in odin see if 
something actually runs

I think theres a worthwhile idea here

How do you allow users to make small edits of the uv map sanely?
How to adapt the standard "paint" editing tools with the extra 
information?
???
idk I only slept 3 hours
Jul 15
next sibling parent reply Kapendev <alexandroskapretsos gmail.com> writes:
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:
 idk I only slept 3 hours
You should never skip two things: sleep and KFC. Didn't read it all, but should not be that hard to do this manually? Not a 3D artist BTW!
Jul 15
parent monkyyy <crazymonkyyy gmail.com> writes:
On Wednesday, 15 July 2026 at 19:57:26 UTC, Kapendev wrote:
 On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:
 idk I only slept 3 hours
You should never skip two things: sleep and KFC. Didn't read it all, but should not be that hard to do this manually? Not a 3D artist BTW!
I dont even know of how to make a small edit to a uv map that isn't kinda awful; well maybe you could add and deleted decals; but a full image seems very very hard.
Jul 15
prev sibling next sibling parent monkyyy <crazymonkyyy gmail.com> writes:
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:
 
 How do you allow users to make small edits of the uv map sanely?
https://share.gemini.google/YfYK28iEavUE
Jul 16
prev sibling next sibling parent monkyyy <crazymonkyyy gmail.com> writes:
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:
 Im working on translating the windwaker shader
https://gemini.google.com/share/9a0207dd88bd?skid=3c13f36b-07c5-49ac-80fc-f610c844277d
 rgb versions were all muddy
 oklab worked
;__; ill have to care what color nerds think Im thinking okhsl painting uv maps then some kind of "hyper-okhsl" for lighting I wanted -1..2 on lighting and saturation, the ai disliked the idea of negative saturation and spent the last bit of my tokens thinking about how wrong I was and making a demo with a very minor artifact https://claude.ai/share/66518a9a-3f25-43f6-a0ce-c6919a85917f (also it all doesnt work with raylib easily because it has a limit of working with 4 textures)
Jul 17
prev sibling parent monkyyy <crazymonkyyy gmail.com> writes:
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:

Spec:

https://gist.githubusercontent.com/crazymonkyyy/92748a559c5bb7e01bf1b7c4757170a9/raw/fdea1e72d8651ffe0c62ebd7595caf154e208254/vivid%25202.5d%2520-%2520an%2520art%2520pipeline.md
Jul 19