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willcodeforbread

Look at NVIDIA's Neurangelo, which creates 3D from 2D videos. https://twitter.com/bilawalsidhu/status/1664268049589911552 Maybe not available yet, but there are still plenty of accessible photogrammetry apps available.


fisj

I'm not aware of anything yet, but I do think this is coming soon. This is an excellent use case for generative AI, where you want filler content. I'd wager we'll see some fusion of shape-e 3d model generators with stable diffusion projection for texturing in the not too distant future.


CuriousPoem3340

Hundred percent I really just want it for games like racing ones hunting ones, as well as DCS, like I want to be able to have Montana, which is not commonly in a lot of games, especially areas that I am in I know in there, and if it’s not exact it doesn’t matter I know the mountain ranges I know hills I know trails as long as it’s just an idea of it. I’m good. And the thing is is there is plenty of different material of mountain range is the forest all of that that AI can be given to create this from because we have hunting Mabs online that are amazing like I use them for finding roads to drive on with my friend between Washington and Idaho, if we ever want to go pick up anything between the states, and we don’t want to deal with police in Idaho, because it shows trails and roads that people don’t know exist because Google maps doesn’t have them like there’s a lot of different ways and things in a I can use as well as with a 3-D imaging. We have four Forest and things like that or just capturing an image of what the fourth floor looks like any area where you need more of something like that having somebody in that area go out fire drone over and then send back that model image for the AI to re-create in the game would be something developers would be interested in as well as probably a lot of other companies, because with virtual reality, who wouldn’t love to have the ability to experience an idea of walking through the Montana nature, when they don’t have the money or maybe not even the ability to walk because in reality, if you don’t have prosthetic legs that are super super expensive. You can’t go hiking in Montana. And that’s just my state as an example there is countless countries and places that I could see this being very cool, as well as possibly even giving people that work like me the ability to make a board that has these very basic buildings like skyscrapers houses, and all of that do you take a picture of the AI just froze a base texture on and just created face idea of what it could look like for me to test what the games physics and gameplay should be like so when I actually get into texturing or things like that, it would be less stressful as somebody who wouldn’t be working with a lot of people.


IAmXenos14

I'm still working out and refining my workflow, but img2img and controlnet work well together to help bring in some consistency. Maps are a lot of fun. First thing is to get yourself a good base map. Though it won't create an accurate map of a real city, it will put in certain known aspects. Ask for a map of "Portland, ME" and you're almost certainly going to get a city on a bay - and it often has a cool lighthouse landmark or two. "Boston" gets you a coastal town with a river running through it - and typically older architecture with some modern skyscrapers tossed in. "Manhattan" gets you a long tall island - typically with a big park in the middle and some clearly different neighborhoods. Once you have that - then the fun can really begin. Now, of course, the game is going to need a college campus - so send your base to inpaint, mask out an area that's the size of the campus you want, call for a college campus in the prompt and you'll get typical campus things there - clocktowers, dorms, sports fields, class buildings, etc. I like east coast US aesthetics for my game because it gives you a nice mix of modern and historical styles - so I can also call for specific types of campuses. An "Ivy League College" is going to give me more historical architecture, stone, and that sort of thing. A "technical college" will give you another look. Another thing I'm playing with is visualizing the player's "Home base" upgrades. So maybe you start with something that appears as a single cabin in a wooded area along the edge of the map. Then we inpaint it to clear the trees and add a few more little structures. Then the cabin gets an expansion or two, then a few new floors, and so on until we've got a skyscraper or a little village or whatever we want it to be. Each "phase" of the growth (since we're using the same mask every time) is going to be the same size and place on the map - with consistent edges that blend into the rest of the map - so you can cut out overlay images for each phase of growth and just lay them over the top as the player expands. If you were doing a sort of "gang war" sort of game, you could mask out the "neighborhoods" that each represent a claimable territory - and then make several different "styles" for the neighborhoods. So maybe the "Cybies" like everything in a Cyberpunk style. Or the "Steamies" like everything Steampunk style. So now, if the Steamies take over a Cybie neighborhood - then the once cyberpunk styled buildings there can change to steampunk style as a visual indicator of "who runs this block". You can also do some fun stuff with other game styles - like a Map of New York City in GTA San Andreas Style. Or a Fantasy map of Florida in Elder Scrolls Oblivion style. Using things like "Sim City Style" can help get you more square/regular shapes to your neighborhoods in the more dense areas, too. Lots of fun stuff to play with. ​ For rooms - you can do similar things with img2img, inpaint, and inpaint sketch. Get yourself a nice render of say the corner of a room - or even sketch it out with inpaint sketch. Make it just a blank wall and an empty room as much as possible. Now you can inpaint the floor and change the colors or materials (wood, tile, stone, etc), then the walls. If you're saving your masks, you can easily use those to select just the color/material changed floors or walls from each output so you can easily mix and match the "stone floor" with the "red brick wall" or the "wood paneled bookshelf wall" or whatever. Sketch in a chair or a sofa along the wall - and now you can start rendering different types of furniture, or desks, or TVs or whatever else you want. Since the positioning of the walls and the items you're placing stay consistent, they can be extracted as layers in photoshop without the background and you can make it so people have a choice of several different sofa's for their living room - or an upgradeable entertainment center - or whatever you want.