digitalmars.D - Design of an ai assisted 2.5d art tool
- monkyyy (25/25) Jul 15 Yesterday I heard about an "ai greenscreen" technique, you ask an
- Kapendev (4/5) Jul 15 You should never skip two things: sleep and KFC.
- monkyyy (4/9) Jul 15 I dont even know of how to make a small edit to a uv map that
- monkyyy (2/4) Jul 16 https://share.gemini.google/YfYK28iEavUE
- monkyyy (12/15) Jul 17 ;__; ill have to care what color nerds think
- monkyyy (3/3) Jul 19 On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:
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
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:idk I only slept 3 hoursYou 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
On Wednesday, 15 July 2026 at 19:57:26 UTC, Kapendev wrote:On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote: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.idk I only slept 3 hoursYou 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
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
On Wednesday, 15 July 2026 at 14:42:39 UTC, monkyyy wrote:Im working on translating the windwaker shaderhttps://gemini.google.com/share/9a0207dd88bd?skid=3c13f36b-07c5-49ac-80fc-f610c844277drgb 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
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









monkyyy <crazymonkyyy gmail.com> 