blk_junior Posted September 1 Share Posted September 1 On 8/17/2024 at 9:05 PM, Heinzreich said: Bradley Blaze Sayeed Ali (as a part of Long Beach Crew alongside Cali Slick & Aces High) Fuyuko Higa Shiori Jippensha Mabuchi Furusawa Purple Viper Joanna Silver Simony Sentinel Kalliope Woodchuck (take a guess at which one's the heel version) Maribel Mercado Electric Dreamer Spider Isako Forgot the PNGs These are dopes; how did you make the women so detailed? 1 Quote Link to comment Share on other sites More sharing options...
blk_junior Posted September 1 Share Posted September 1 1 hour ago, The Inquisition said: Check out this post from the 2020 thread that kind of goes into how to work around the Bing AI blocks. See if that helps any. Thanks, I will give it a try! 1 Quote Link to comment Share on other sites More sharing options...
blk_junior Posted September 1 Share Posted September 1 Tried out a mixture of prompts for female wrestlers. "3D render, 24 years old, African American, female wrestler. Long black hair. Wearing flashy pro wrestling attire, facing forward, white background, no shadows on the face, face evenly illuminated, aspect ratio 1:1 I got some great results; I won't be using any of these so I thought I would give some away. 3 Quote Link to comment Share on other sites More sharing options...
Heinzreich Posted September 1 Share Posted September 1 41 minutes ago, blk_junior said: These are dopes; how did you make the women so detailed? Appreciate it, choom. My process is the same way that I generate the men but with more careful wording- basically what The Inquisition said. He's the one that pointed me to the right sort of prompt you need to make for women. I usually go by the already existing portraits to generate my characters but If I find the characters I'm trying to generate come out looking rather plain, I keep adding stuff to them until they come out looking unique unless they're meant to be jobbers/plain-looking. 5 minutes ago, blk_junior said: Tried out a mixture of prompts for female wrestlers. "3D render, 24 years old, African American, female wrestler. Long black hair. Wearing flashy pro wrestling attire, facing forward, white background, no shadows on the face, face evenly illuminated, aspect ratio 1:1 I got some great results; I won't be using any of these so I thought I would give some away. Seems like ya've figured it out though, nice job 1 Quote Link to comment Share on other sites More sharing options...
blk_junior Posted September 1 Share Posted September 1 1 minute ago, Heinzreich said: Appreciate it, choom. My process is the same way that I generate the men but with more careful wording- basically what The Inquisition said. He's the one that pointed me to the right sort of prompt you need to make for women. I usually go by the already existing portraits to generate my characters but If I find the characters I'm trying to generate come out looking rather plain, I keep adding stuff to them until they come out looking unique unless they're meant to be jobbers/plain-looking. Seems like ya've figured it out though, nice job Yeah, this is a workaround. It still comes up with specific blocked prompts, but it's going to be difficult with a variety of skin complexions. Quote Link to comment Share on other sites More sharing options...
Heinzreich Posted September 1 Share Posted September 1 (edited) 10 minutes ago, blk_junior said: Yeah, this is a workaround. It still comes up with specific blocked prompts, but it's going to be difficult with a variety of skin complexions. Oh yeah, it can still be a pain sometimes. That doesn't go away lol. In regards to skintones though, I've found that referencing ethnic groups aswell as the skintone works best. If I don't do that, I've gotten a whole bunch of weird stuff happening such as literally white or black people. So if you're looking to generate a very dark black guy, maybe try "Ethiopian/Sudanese male" or if you want a very pale white guy, try "Scandinavian/Siberian male." Doesn't always end in the desired result but it helps.. I think. I should also mention that when I do generate images, I do it 3 tabs at a time. Sometimes I'll end up with about one or two hundred images generated for one character, then I'll sift through the ones that I saved and wittle those ones down to the ones I think look best. Like that Purple Viper I did must have been 250 images minimum until I got the perfect one which was exactly what I had envisioned (which is the first one) Edited September 1 by Heinzreich 1 Quote Link to comment Share on other sites More sharing options...
The Inquisition Posted September 1 Author Share Posted September 1 (edited) TEW IX AI Re-Rendered Starting Pack Major Junta Alt | Malefic Alt | Malosi Tuala | Markus Rush Markus Rush Alt | Marta Vila | Martin Hansen (the full render of him is sick) | Vaea Tuala PNGs Quote Cutting Room Floor Quote Edited September 1 by The Inquisition 5 Quote Link to comment Share on other sites More sharing options...
blk_junior Posted September 1 Share Posted September 1 3 minutes ago, Heinzreich said: Oh yeah, it can still be a pain sometimes. That doesn't go away lol. In regards to skintones though, I've found that referencing ethnic groups aswell as the skintone works best. If I don't do that, I've gotten a whole bunch of weird stuff happening such as literally white or black people. So if you're looking to generate a very dark black guy, maybe try "Ethiopian/Sudanese male" or if you want a very pale white guy, try "Scandinavian/Siberian male." Doesn't always end in the desired result but it helps.. I think. Okay, I will ty these for sure, thanks! 1 Quote Link to comment Share on other sites More sharing options...
ElChorizo Posted September 1 Share Posted September 1 On 8/11/2024 at 3:36 AM, alpha2117 said: By the way wahts the best way to convert this to the size and format used in game - this is spectacular work. Quick question: is the 150x150 or 300x300 still a thing in TEW9? I've been doing stable logos and backdrops and have quit resizing from 1000x1000 or 1024x1024 and they still seem to be working in my game. Did Adam get rid of the constraint or is that still a thing? Quote Link to comment Share on other sites More sharing options...
The Inquisition Posted September 1 Author Share Posted September 1 13 minutes ago, ElChorizo said: Quick question: is the 150x150 or 300x300 still a thing in TEW9? I've been doing stable logos and backdrops and have quit resizing from 1000x1000 or 1024x1024 and they still seem to be working in my game. Did Adam get rid of the constraint or is that still a thing? Just tested. Yeah it seems like the size restriction doesn't exist any more even for the People folder. 1 Quote Link to comment Share on other sites More sharing options...
blk_junior Posted September 1 Share Posted September 1 2 hours ago, ElChorizo said: Quick question: is the 150x150 or 300x300 still a thing in TEW9? I've been doing stable logos and backdrops and have quit resizing from 1000x1000 or 1024x1024 and they still seem to be working in my game. Did Adam get rid of the constraint or is that still a thing? there is no size restriction but everything just looks out of focused if it's not 150 x 150 1 Quote Link to comment Share on other sites More sharing options...
ZonaCidal Posted September 1 Share Posted September 1 Does it look better at 1024 x 1024 than it does in 150 x 150? Quote Link to comment Share on other sites More sharing options...
VBigB Posted September 1 Share Posted September 1 1 hour ago, ZonaCidal said: Does it look better at 1024 x 1024 than it does in 150 x 150? Unlikely. If you don’t re-size the image then it’s either the game engine or windows that’s re-sizing at the time of use using the simplest method available, which is probably why some notice the bluriness. Quote Link to comment Share on other sites More sharing options...
Clarence Posted September 1 Share Posted September 1 Needed a heel version of Hannah for my save: A couple of reject ones that could be used as free pics: Quote 1 Quote Link to comment Share on other sites More sharing options...
ElChorizo Posted September 1 Share Posted September 1 4 hours ago, ZonaCidal said: Does it look better at 1024 x 1024 than it does in 150 x 150? I just use the 1024x1024 because that's the size of the image that chat GPT spits out for me, so I can just run with it without resizing. Plus, it gives me more resolution to mess with the finer details if I need to edit something. However, once it shrinks down to 150 square, a lot of the details are missed regardless of what resolution it starts at, so I don't think it matters too much (at least to me). Quote Link to comment Share on other sites More sharing options...
Eugucgi Posted September 4 Share Posted September 4 got myself ai access for a month or so... 3 Quote Link to comment Share on other sites More sharing options...
alpha2117 Posted September 4 Share Posted September 4 (edited) People have been asking for masked female worker pics for a while and Grindhousearts dropped a pack with 200+ free pics in his Lower Decks Mod on page 2 Edited September 4 by alpha2117 Quote Link to comment Share on other sites More sharing options...
Oehli27 Posted September 4 Share Posted September 4 I thought I'd share some of my AI generated pics. I used them for some random newgens from my last WWE save in TEW2020 I thought had the potential to be at least a decent worker in the future. 2 Quote Link to comment Share on other sites More sharing options...
Eugucgi Posted September 4 Share Posted September 4 (edited) it's bit addictive... added some more .. wonder if any players notice which mod these are based on. my base prompt Quote Create a realistic, gritty portrait of a character with **detailed facial features** and **natural-looking hair**. Use **studio lighting** to create depth, with soft but noticeable shadows under the eyes, nose, and chin. Emphasize the texture of the skin, capturing subtle imperfections like pores, fine lines, and slight blemishes to achieve a more natural and lifelike appearance. The eyes should have a realistic sheen, reflecting light subtly, avoiding overly sharp or artificial looks. Hair should appear detailed and natural, with visible individual strands and slight messiness to avoid an overly polished appearance. Incorporate **dramatic rim lighting** to give the image a cinematic feel, highlighting the contours of the face and shoulders. The background should be softly out of focus with a deep black tone to keep the focus on the subject, ensuring a natural depth-of-field effect. Use **high contrast** to enhance the lighting dynamics, making the image more visually striking. Add a **film grain effect** to mimic the texture of analog photography, giving the image an authentic, textured feel. Subtle imperfections like uneven lighting should be present to maintain an analog film quality. The final image should maintain sharp focus on the facial features, with softened edges, and the overall style should reflect a blend of **cinematic intensity** and **realistic portraiture**. - **Background:** Black. - **Frame:** None. - **Final Size:** 150x150 pixels. - **Final Format:** Provide both PNG and JPG versions. Session 1, 1.5 Session 2 Session 3 Session 4, mostly EWCW Sessons 4-5, PGHW 97 SESSION 6, Revision on the 4 PGHW Columns Miwa, Tatsuko, Inukai, Mushashibo Some PGHW related graduates Some random 97 workers Edited September 10 by Eugucgi update of renders 3 Quote Link to comment Share on other sites More sharing options...
Eugucgi Posted September 4 Share Posted September 4 oh and i gave it a couple of tew ix images to orientate stylewise first, then asked him to adapt some classic cv guys and girls. nearly img2img.. Quote Link to comment Share on other sites More sharing options...
Eugucgi Posted September 4 Share Posted September 4 (edited) also tested John Lions chatroom, but it created backgrounds when trying to make titles Quote Edited September 5 by Eugucgi 2 Quote Link to comment Share on other sites More sharing options...
drmacbeth Posted September 4 Share Posted September 4 14 minutes ago, Eugucgi said: also tested John Lions chatroom, but it created backgrounds when trying to make titles not the creative type at all, but does remove.bg do what you want? Quote Link to comment Share on other sites More sharing options...
Eugucgi Posted September 4 Share Posted September 4 3 minutes ago, drmacbeth said: not the creative type at all, but does remove.bg do what you want? it didnt on the belt with the crazy wild bgs, but it'd work on all the created workers fine no large issue with the belt tough, was mostly playing around there what chat gpt can do Quote Link to comment Share on other sites More sharing options...
ZonaCidal Posted September 5 Share Posted September 5 PJ Strong Quote 1 Quote Link to comment Share on other sites More sharing options...
alpha2117 Posted September 5 Share Posted September 5 16 hours ago, Eugucgi said: it's bit addictive... added some more .. wonder if any players notice which mod these are based on. my base prompt Session 1, 1.5 Session 2 Those are nice This though fills my craving for more Exoticos! 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.