flashback-xl
SDXL checkpoint
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Uploaded Feb 20, 2024
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Used 261 times
1 showcases were hidden due to NSFW settings
About this version
For best outputs and usage:
Sampler: DPM++ SDE
Steps: 25, cfg 7, CLIP skip 2.
VAE: None.
Adetailer for the face: 0.3 strenght.
This model is trying to be more than just a pixel art model, or a style LoRA. This is fundamentally an attempt at a model which understands video game styles alongside more conventional styles, like anime cartoon and art in general. It embodies the essence of the oldschool gaming industry and provides that nostalgic pick-me-up.
This means, this model understands about old school (90s and early 2000s) game style and many of the most famous games and characters.
It understands 2 main kind of games: pixel art and polygons (3D).
The model is far from perfect, but it will sure be a sweet tool for the nostalgic ones.
First, the list of its triggers:
Pixel art
Low poly
3D
2D
RPG
D&D
Uostyle
Ultima online
Oil painting
NES
Ocarinaoftime
Majorasmask
N64style
PS1 style
PSXstyle
Majroasmask
Prompting: with this model u can create 2 styles, pixel art and polygons. Also, it understands several gaming keywords. Here is the prompting guide:
To create pixel based -> Use the trigger Pixel art with weight as follows: (Pixel Art:1.35) at the beginning of the prompt. Adding the keyword "(pixelated:1.5)" helps too.
To create polygon based: -> Use the trigger (Low poly:1.5)
Aside of this, the model understands between Arcade, Play Station 1 and Nintendo 64 styles (see the triggers above)
You can create game covers by just adding text. Adding the keyword "(logo)" may also bring the game's logo most probably.
Using the keyword "Gameplay view of a first person shooter of" will create a shooter first view (like in Doom or Counter Strike games).
The model understands about gaming menus and lifebars, and despite it's not perfect, it will create game menus and lifebars in your outputs.
Feel free to check my example runs as reference about how to tailor the different outputs.
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