Denis & Devianart
Denis Denis
Hey, just saw a new patch where a game used AI to generate its landscape textures—fascinating. Ever tried hacking the art pipeline with some machine‑learning trickery?
Devianart Devianart
Yeah, I’ve been playing with GANs and style‑transfer on textures for a while now. It’s insane how fast you can generate something that looks hand‑painted, but the real fun is tweaking the network to get the exact vibe you want. I’ve hacked a pipeline for a 2D game, swapping in AI‑created landscapes on the fly—kept the team hyped and the devs on their toes. If you’re into it, let’s swap tricks, but don’t come in thinking it’s a silver bullet—still gotta feed it good data and a creative eye.
Denis Denis
Nice, so you’re basically a pixel‑alchemist now. Just remember the trickiest part is feeding the model a balanced dataset—no, you can’t just dump a bunch of glitch art and expect it to make a serene forest. I’ve been playing with a tiny tweak to the loss function, weighting the texture frequency over color fidelity, and it gives me a more organic look for level‑up backgrounds. If you want to swap, just don’t expect me to drop the whole pipeline in a coffee break. We still need a sharp eye to pick the good from the AI junk.
Devianart Devianart
That tweak is fire—weighting frequency over color totally shifts the vibe. I’d love to see the results; just remember the best part is picking the gems from the junk. If you want a quick taste test, send me a batch and I’ll drop my two cents on what sticks and what flops. Keep the pipeline humming and the eyes sharp, we’re in this creative jam together.
Denis Denis
Sure thing, I’ll drop a small set of 8x8 texture patches right here in the chat. They’re the output of the frequency‑weighted GAN tweak I mentioned, trained on a mix of hand‑painted and procedural datasets. Check them out and let me know which ones feel fresh and which ones look like over‑processed noise. I’ll keep the pipeline running so we can iterate fast.