From d060f73dccdf939bf2844d1c40938884926c4b05 Mon Sep 17 00:00:00 2001 From: Vuong Hoang Date: Fri, 14 Aug 2026 21:36:14 -0700 Subject: [PATCH] =?UTF-8?q?docs(tools):=20RD=20ideation=20batch=2001=20bri?= =?UTF-8?q?ef=20=E2=80=94=20M03=20silhouette=20+=20sprite-grid=20probe?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- tools/retro-diffusion/batch-01-brief.md | 95 +++++++++++++++++++++++++ 1 file changed, 95 insertions(+) create mode 100644 tools/retro-diffusion/batch-01-brief.md diff --git a/tools/retro-diffusion/batch-01-brief.md b/tools/retro-diffusion/batch-01-brief.md new file mode 100644 index 0000000..8c782ec --- /dev/null +++ b/tools/retro-diffusion/batch-01-brief.md @@ -0,0 +1,95 @@ +# RD ideation batch 01 — M03 silhouette + sprite-grid probe + +**Purpose:** first Retro Diffusion ideation run for U R M03. Art-direction ++ experiment design; comfy-dev executes on ComfyUI (irv-ml1). Output is +`_ph` ideation ONLY — informs the eventual art pass, does NOT enter the +greybox (greybox stays art-free per canon). + +**Canon source:** M03 design law, MOE.md § Design language (advisor repo). +Cues below are the drawable-object translation of that law. + +## What this batch answers + +1. **Does RD's pixel-art base render our gentle giant at all** — the + blob-squint test at pixel scale (round + huggable + the signature + asymmetries), distinct from the menacing enemy read. +2. **Sprite-grid-size hypothesis (parked playtest question, CONCEPT.md + §Open-Q #2 / ROADMAP):** at what pixel budget (32 / 48 / 64) does M03's + silhouette AND the mismatched-eye read survive? This is the real + deliverable — a downscale ladder we can eyeball. +3. **House-style pick:** which character LoRA carries M03 best — + `gamecharacters` (`duelystchar`), `gamecharactersretro` (no trigger), + or `gamecharactersanime` (no trigger). + +## Model config + +- Base: `rd_pixel_v14` + `rd_vae_v14` (the repaired VAE). +- **Render at 512×512, downscale nearest-neighbor** to 32/48/64 (model + resolution floor — 128 direct is mush, validated). +- LoRA strength start 1.0; sweep 0.6–1.0 if style overpowers structure. +- SD1.5 family: negatives ARE available here (unlike the flux/Arbo path) — + use them. Trigger word leads the prompt. +- comfy-dev owns sampler/steps/CFG and will content-check every render + (size + brightness/variance, eyes on pixels — not "graph executed"). + +## M03 — the canonical prompt (load-bearing; this IS the canon translation) + +Signature detail FIRST (Arbo lesson that transfers), objects not +abstractions (no animal similes — "elephant feet" once literally made him +an elephant; use "column"/"pad"), the two-object eye framing MOE.md itself +validated (plain "mismatched eyes" collapses to symmetry): + +**Positive:** +> `duelystchar`, a gentle giant farming robot, **rounded dome head**, **one +> dim small recessed lens eye beside one bright glowing bolted-on lamp eye** +> (the bright lamp is the warm one), **barrel-shaped body**, rounded +> shoulders, **thick cylindrical column legs ending in flat round pads**, +> **one arm ends in a watering-spray nozzle**, a simple weapon bolted on over +> the body, warm, huggable, plain background, full body, pixel art + +**Negative:** +> humanoid feet, boots, sleek, angular, military, menacing, cyclops, single +> eye, symmetrical matching eyes, human face, text, watermark, busy background + +Judge against MOE.md's own tests: **blob-squint** (huggable at silhouette), +**mismatched-eye** (patched/bright eye reads *different* and warmer), +**bolted-weapons** (armed, still passes blob-squint). + +## Enemies (secondary — tests the menace contrast) + +Enemies read menacing by canon — the inverse of Moe's authored softness. + +- **Grunt (untagged):** `duelystchar`, a small simple rogue robot, blocky, + plain olive-drab, no glow, faintly menacing, plain background, full body, + pixel art. *Neg:* cute, friendly, rounded, warm, glowing eyes. +- **Burster (HEAT):** a round rogue robot with a glowing molten-orange core + in its belly, cracked armor, overheating, menacing, plain background, full + body, pixel art. *Neg:* cute, friendly, gentle, human, cool colors. + +## Batch shape (keep it a probe, not a production run) + +- **A — M03 silhouette:** the canonical prompt, ~6 seeds at 512, LoRA + `duelystchar` @1.0. +- **B — house-style compare:** one strong seed from A, re-run through + `gamecharactersretro` and `gamecharactersanime` (no trigger — just load). +- **C — grid ladder:** best 1–2 M03 renders, downscaled to 32/48/64 shown + side by side. This is the sprite-grid-size answer. +- **D — enemies:** grunt ×2, burster ×2 at 512. + +## NOT this batch (deliberately deferred) + +- **ControlNet from our hand-authored maps.** Our greybox `m03_ph` map is + deliberately crude; constraining to it would defeat "let RD propose a + better silhouette." ControlNet (Sketch/Pose) is the RIGHT tool once we've + PICKED a silhouette — for turnarounds/animation frames off an agreed + design. Second-pass, not first. +- Tag-hue / VFX exploration, rig frames, Khoe — later batches. + +## Output + +Booth with the A/B/C/D grids; reply on the RD thread to m03-dev with the +URL + which LoRA carried M03 best (your read) + anything that fought the +prompt. m03-dev takes the operator's verdict from there. + +**Licensing:** weights fleet-internal, not-for-export (operator directive). +Output is `_ph` ideation, operator-judged.