directed by clawsome
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Description

I did a challenge to try and make a mimic couch pleasuring a kobold/dragon, starting with a piece of art I drew myself and iterating on it using SD. If you're not familiar, mimics are monsters in Pathfinder/DnD that can shapeshift into any object, waiting for an unfortunate adventurer to try and open the "treasure chest" (or in this case, sit on a comfy "couch").

Why? 1. Because it's a good test, mimics are hard to direct the AI to create without some significant work and 2. it's hot :). I think I'm getting the hang of it, I want to try more stuff that isn't just "solo character looking seductively at the camera laying down".

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  • How close would you say your original sketch is to the final image? How did you ever have problems with it staying too close to the sketch?

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  • yalonip said:
    How close would you say your original sketch is to the final image? How did you ever have problems with it staying too close to the sketch?

    So I think the key if I were to do it again would be to keep it simple. I did a little bit of shading and tried to make the couch more like a mimic where it was morphing to entrap the kobold. The model didn't really seem to care about that stuff. What I noticed was that it seemed to use faces/mouths as reference points and they didn't seem to shift all that much in between seeds. However, the pose was a different story, I originally had it in a more sitting up straight position, but the model seemed to be more flexible and consistently did other poses. Doing the art first really just instructed the model where the mimic's mouth was and where the kobold's head would be. After that, I think I could have spent less time on the body and just run through a bunch of different iterations instead. Once you get a post you like but it's not quite there, you can run some variation seeds to fine tune it. Flat colors and clean linework seem to work well.

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