yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
i've actually been working on something similar lately.
i have been usinb blockbench for 3d modelling. it's easy to use, and makes lowpoly models that can somewhat fit the n64 style
the inset image is the actual 3d model in blockbench, pretty much directly inspired by the bully enemies from mario64.
the scene that takes up the bulk of that image is that model in unreal engine, in an unlit scene with faked vertex-based goraud shading on the materials. the goraud shading is what hides the sharp lines of the polygons in n64 games. you can find ripped n64 models online, and if you look at them in modern lighted rendering, the polys are sharp, but on the n64 they have that softened look from the goraud (and in a few later games, phong) shading.
generally speaking, the n64 used max of 64x64 px textures, tho several textures in mario 64 are actually 16x16 and 32x32. there were some tricks used in some later games to render larger textures, like the clock on the clock town tower in majora's mask. the other thing about n64 textures was they were rendered with a unique three-point bilinear filter. in my opinion it is almost indistinguishable to the eye from regular bilinear filtering.
as for finding assets that look like n64 assets, that's been tough for me to find. there is alot more indie nostalgia around the PS1 style than the n64, and more assets around that mimic the style of the former. alot of what you will find is the modern 'mobile style' low poly stuff, which doesnt really capture the feel of the oldies-but-goodies.
there are some good youtube videos that explain and break down how n64 graphics worked better than i ever could:
i would say put the book in a text file along with the game, or in the game in a "credits" menu option. the point is that you have to do it, so you just do it. at that scale, noone is going to read them all anyways, so just do what you have to.
that's enough. you are credited, the terms of the license have been met. if that txt file has 2000 entries like that, so be it. i think, when including them in the game itself, it's better to put your credits screen as an option in the main menu instead of a scroll at the end of game, but thats just my opinion.
it's really up to you in my opinion. if i download your game, i am just as likely to not read your super long credits screen as i am to not read your super long credits.txt
it's a condition of your use of cc-by stuff to give credit, but with that many assets needed crediting, the end result is going to be skipped by most people anyways. in that case, i would just do the bare minimum to satisfy the letter of licensing requirements. that's just me tho.
personally i think zipping it all up in one pack is the best way to go, and put it in the 2D art category. it is generally easier on the user to find like works that are from the same set, if they are all together in one submission.
so long as these fictional brand logos are not derivative of non-free original works, it sounds like it would be a good addition to OGA
full disclosure, my proposals were from ChatGPT as well. i just refined my query to ask for portmanteau words that fit the theme and could also be the name of the main character.
just out of curiosity, who tf is GabrielTurner?
collection of stuff for that type of game here https://opengameart.org/content/25d-fps-cc0
yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
i've actually been working on something similar lately.
i have been usinb blockbench for 3d modelling. it's easy to use, and makes lowpoly models that can somewhat fit the n64 style
the inset image is the actual 3d model in blockbench, pretty much directly inspired by the bully enemies from mario64.
the scene that takes up the bulk of that image is that model in unreal engine, in an unlit scene with faked vertex-based goraud shading on the materials. the goraud shading is what hides the sharp lines of the polygons in n64 games. you can find ripped n64 models online, and if you look at them in modern lighted rendering, the polys are sharp, but on the n64 they have that softened look from the goraud (and in a few later games, phong) shading.
generally speaking, the n64 used max of 64x64 px textures, tho several textures in mario 64 are actually 16x16 and 32x32. there were some tricks used in some later games to render larger textures, like the clock on the clock town tower in majora's mask. the other thing about n64 textures was they were rendered with a unique three-point bilinear filter. in my opinion it is almost indistinguishable to the eye from regular bilinear filtering.
as for finding assets that look like n64 assets, that's been tough for me to find. there is alot more indie nostalgia around the PS1 style than the n64, and more assets around that mimic the style of the former. alot of what you will find is the modern 'mobile style' low poly stuff, which doesnt really capture the feel of the oldies-but-goodies.
there are some good youtube videos that explain and break down how n64 graphics worked better than i ever could:
https://www.youtube.com/watch?v=vskDAr8_8bU&t=7s
https://www.youtube.com/watch?v=8qb6B3WwbPI&t=508s
https://www.youtube.com/watch?v=LJHPaKskvd4
generally speaking, modern 3d rendering engines need some extra tricks to get the old look and feel.
i would say put the book in a text file along with the game, or in the game in a "credits" menu option. the point is that you have to do it, so you just do it. at that scale, noone is going to read them all anyways, so just do what you have to.
Asset Credits:
======
Assets used under the terms of the specified licenses:
CC-BY 3.0 - https://creativecommons.org/licenses/by/3.0/
CC-BY 4.0 - https://creativecommons.org/licenses/by/4.0/
CC-0 - https://creativecommons.org/publicdomain/zero/1.0/
=======
2D tileset 20x20 [Project Helena] sketch by eugeneloza, CC-BY 3.0
https://opengameart.org/content/2d-tileset-20x20-project-helena-sketch
[cge] Low-poly books by eugeneloza, CC-BY 4.0
https://opengameart.org/content/cge-low-poly-books
Circuit Tileset by eugeneloza, CC-0
https://opengameart.org/content/circuit-tileset
======
that's enough. you are credited, the terms of the license have been met. if that txt file has 2000 entries like that, so be it. i think, when including them in the game itself, it's better to put your credits screen as an option in the main menu instead of a scroll at the end of game, but thats just my opinion.
CONTINUE
NEW GAME
OPTIONS
CREDITS
QUIT TO DESKTOP
it's really up to you in my opinion. if i download your game, i am just as likely to not read your super long credits screen as i am to not read your super long credits.txt
it's a condition of your use of cc-by stuff to give credit, but with that many assets needed crediting, the end result is going to be skipped by most people anyways. in that case, i would just do the bare minimum to satisfy the letter of licensing requirements. that's just me tho.
pretty cool.
reminds me of those old wooden ball maze puzzles
personally i think zipping it all up in one pack is the best way to go, and put it in the 2D art category. it is generally easier on the user to find like works that are from the same set, if they are all together in one submission.
so long as these fictional brand logos are not derivative of non-free original works, it sounds like it would be a good addition to OGA
full disclosure, my proposals were from ChatGPT as well. i just refined my query to ask for portmanteau words that fit the theme and could also be the name of the main character.
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