Files
vh 21cca5cbdb docs: RD sprite-ideation FINDINGS + memory — exploration wrapped, canon ratified, art direction set
Base-only M03 recipe, 64/48/32 sprite budget, style-LoRA reservation
for tiles/icons. Art direction = watercolor scenery (waterland-dev) +
pixel sprites; ratified to advisor CONCEPT.md 3eeeaf4.
2026-08-14 22:27:36 -07:00

68 lines
2.9 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Retro Diffusion — M03 sprite-ideation findings
Durable record of what the batch-01/02 ideation runs established about
driving the local RD stack for U R M03 sprites. Design canon for the
art direction lives in the advisor repo (CONCEPT.md § Technology & art
direction); this is the implementation-side how-to.
**Status: IDEATION / pipeline proof.** Shipped sprites are human-authored
(asset policy). M03's canonical visual reference is locked (syn02/syn04b,
advisor repo). These findings say how to make RD *propose* sprites, not
what ships.
## Art direction (operator, 2026-08-14)
**Watercolor backgrounds + scenery, pixel-art sprites.** Scenery pipeline
is owned by **waterland-dev** (watercolor generation stack). Sprite
ideation is the local RD base checkpoint, below. Per-asset direction dials
in later.
## The M03 sprite recipe
- **Base `rd_pixel_v14` + repaired `rd_vae_v14`, NO style LoRA.** On this
checkpoint the un-LoRA'd base is the only config that holds M03 as a
character; every style LoRA imposes an object/subject prior that
displaces the subject (character LoRAs → fantasy battle units / cyclops;
flatshading → lanterns; frontfacing+trigger → pots; 1bit → abstraction).
- **Render 512×512, downscale nearest-neighbor** to the target budget
(512 is above the model's floor; 128 direct is mush).
- **Foreground wanted features positively; do not rely on negatives** — a
strong prior beats a negative on this checkpoint (cfg 7.0). The base's
own weak negative let `pedestal`/`busy background` through repeatedly.
- Signature detail first in the prompt (objects, never abstractions/animal
similes — "column legs on flat pads", not "elephant feet").
## Sprite budget (resolves the sprite-grid open question)
Readable-detail floor tracks feature-size-relative-to-frame, not a fixed
number:
- **64px** — full-body sprite; silhouette + mismatched-eye read both hold.
- **48px** — bust/head-dominant crop only; a full-body sprite loses small
features (recessed lens dissolves).
- **32px** — blob-squint silhouette only.
## Mismatched eyes
Diffusion CAN render them — the base drew a large pale lens beside a small
dark recessed lens unaided at 64px (batch 02, `I_s1004`/`I_s1001`). So the
eyes are NOT forced to be hand-authored by a pipeline limitation (though
MOE.md's "authored, not procedural" may still hold them by choice).
## Style-LoRA reservation
The 24 style LoRAs are counterproductive for the hero character but are
the right tool for **tiles / icons / environment props**`tiling*`,
`gameicons`, `uipanel`, console-palette LoRAs — where an object/style
prior is a feature. Reserved for whenever environment-prop work starts
(scenery itself is watercolor via waterland-dev, not RD).
## Trigger words
See `lora-triggers.md` (this dir) for the full per-LoRA trigger map.
## Batch briefs
`batch-01-brief.md`, `batch-02-brief.md` (this dir) — the run specs and
their booth results (booths ephemeral, ~24h).