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RD ideation batch 02 — the mismatched-eye probe

Purpose: crack (or rule out) M03's mismatched eyes in diffusion. Batch 01 proved the base model renders the body/silhouette well and set the 48px silhouette floor, but the rounded-shaded idiom collapsed the two eyes to symmetry/cyclops. comfy-dev's craft rule: asymmetric eyes survive in FLAT/ ink idioms. This batch tests that. Output _ph ideation; greybox stays art-free.

Canon stakes: MOE.md — eyes are "the entire performance budget," "mismatched forever" (dim recessed lens + bright bolted-on lamp; the BRIGHT one is the warm/patched one). Also MOE.md: Moe's eyes/scars are "authored, not procedural." So a null here is not a failure — it confirms eyes are the hand-authored layer over a diffusion body. Either outcome is a result.

Carried rules from batch 01

  • No character LoRAs for M03 — subject prior drags to fantasy battle units regardless of negatives (duelystchar → cyclops). Flat-STYLE LoRAs (flatshading, 1bit) are style priors, should be safe — but watch for it.
  • A strong subject prior beats a negative. Foreground wanted features positively rather than relying on the negative to suppress the unwanted.
  • Render 512, downscale nearest-neighbor. comfy-dev owns sampler/steps/CFG and content-checks every render (size + brightness/variance, eyes on the pixels).

The eye-foregrounded prompt (signature detail FIRST)

Positive (flatshading variant):

pixelflat64, a gentle giant farming robot with TWO EYES OF DIFFERENT SIZES — one small dim recessed dark lens on one side, one large bright glowing round lamp on the other, rounded dome head, barrel body, thick column legs on flat round pads, one arm ends in a watering nozzle, warm, huggable, flat shading, bold outlines, plain background, front view, pixel art

Negative:

matching symmetrical eyes, single eye, cyclops, three eyes, extra eyes, humanoid feet, boots, menacing, angular, human face, text, watermark, busy background, arena floor, pedestal

Batch shape

  • E — flatshading eye probe: the prompt above, pixelflat64, ~5 seeds. Primary test — do two distinct differently-sized eyes render?
  • F — 1bit eye probe: swap trigger to pixel1biticons, "1-bit, two tone, high contrast" — the flattest idiom, the hardest test. ~3 seeds.
  • G — frontfacing WITH trigger: pixelfurniture64 + the eye-foregrounded prompt (untriggered it already gave the best framing + a spontaneous bolted lamp-arm; does the trigger sharpen or break it?). ~3 seeds.
  • H — eyed grid ladder: the best render from E/F/G that actually HAS two eyes, downscaled 64/48/32. Answers what batch 01's ladder could not — does the mismatched-eye read survive downscale, and at what budget.

Judge

  • Eye test (primary): two eye objects, visibly DIFFERENT sizes, the bright one reading warmer. Not symmetry, not cyclops, not 3+.
  • Blob-squint still holds (flat idiom must not lose the huggable silhouette).
  • H: at 48px does the asymmetry still read, or does it need 64px? (This sharpens the batch-01 floor: silhouette floor 48, possibly eyes floor 64.)

Output

Booth E/F/G/H; reply to m03-dev with the URL + your read on whether any idiom cracked the eyes + the eyed-ladder floor. If nothing renders two distinct eyes, say so plainly — that routes M03's eyes to hand-authoring, which is the canon-correct division of labor, not a loss.