svntax-dev's picture
Update README.md
f36353f verified
|
Raw History Blame Contribute Delete
5.96 kB
---
tags:
- text-to-image
- lora
- diffusers
- template:diffusion-lora
widget:
- output:
url: images/Boogu_image_edit_00079_.png
text: >-
A pixel art spritesheet of a witch with long red hair and blue eyes, wearing
a purple hat and robes trimmed with white and light purple colors. The
spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
row is 3 walking frames facing down, 2 arm swing attack frames facing down,
and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
arm swing attack frames facing left, and 1 hurt frame facing left. Third row
is 3 walking frames facing right, 2 arm swing attack frames facing right,
and 1 hurt frame facing right. Fourth row is 3 walking frames back view
facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
back view facing up.
- output:
url: images/Boogu_image_edit_00080_.png
text: >-
A pixel art spritesheet of a medieval knight wearing metal armor and a
helmet with a red plume. The spritesheet is a 6 by 4 grid of four rows and
six columns of frames - First row is 3 walking frames facing down, 2 arm
swing attack frames facing down, and 1 hurt frame facing down. Second row is
3 walking frames facing left, 2 arm swing attack frames facing left, and 1
hurt frame facing left. Third row is 3 walking frames facing right, 2 arm
swing attack frames facing right, and 1 hurt frame facing right. Fourth row
is 3 walking frames back view facing up, 2 arm swing attack frames back view
facing up, and 1 hurt frame back view facing up.
- output:
url: images/Boogu_image_edit_00081_.png
text: >-
A pixel art spritesheet of a werewolf with light gray fur and yellow eyes,
wearing a red scarf around his neck, and brown leather pants. The
spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
row is 3 walking frames facing down, 2 arm swing attack frames facing down,
and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
arm swing attack frames facing left, and 1 hurt frame facing left. Third row
is 3 walking frames facing right, 2 arm swing attack frames facing right,
and 1 hurt frame facing right. Fourth row is 3 walking frames back view
facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
back view facing up.
base_model: Boogu/Boogu-Image-0.1-Edit
instance_prompt: null
license: apache-2.0
---
# pixel_spritesheet_4walk_combat_32x48_v2
<Gallery />
## Model description
A pixel art spritesheet LoRA for small 32x48 characters, with animation frames for walking up&#x2F;down&#x2F;left&#x2F;right, 2 attack frames with an arm swing, and 1 hurt frame.
Trained on Boogu Image 0.1 Edit.
## How to use
Use &#x60;boogu_image_edit_turbo_hotfix_1k_20260708_int8_convrot.safetensors&#x60; from Comfy-Org&#39;s [Hugging Face repo](https://huggingface.co/Comfy-Org/Boogu-Image)
You&#39;ll also need the custom node &#x60;TextEncodeBooguEditAnyRes&#x60; from [here](https://github.com/svntax/ComfyUI-BooguImageEdit-AnyRes)
Drag and drop the sample images into ComfyUI for the workflow, or use the one in the repo.
Image outputs should be 768x768 because that&#39;s the size of the spritesheets used in training. But, you can use the model as a normal edit model or text-to-image too.
### Why a custom node?
ComfyUI&#39;s default &#x60;TextEncodeBooguEdit&#x60; node has issues with some resolutions, where you don&#39;t get an output matching your reference image&#39;s size. The custom node fixes this.
## How to get pixel-perfect images
Downscale by a factor of 4. So 768x768 images should downscale to 192x192. The workflow uses [PixelOE](https:&#x2F;&#x2F;github.com&#x2F;KohakuBlueleaf&#x2F;PixelOE) with k-centroid mode, but other 4x downscale can work too.
# Using an image reference
Prompt: *Create a pixel art spritesheet of the character in the image. Keep the appearance the same. The spritesheet is a 6 by 4 grid of four rows and six columns of frames - First row is 3 walking frames facing down, 2 arm swing attack frames facing down, and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2 arm swing attack frames facing left, and 1 hurt frame facing left. Third row is 3 walking frames facing right, 2 arm swing attack frames facing right, and 1 hurt frame facing right. Fourth row is 3 walking frames back view facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame back view facing up.*
![demon_man_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;6pSMAQiaINJDUyrLeQrPq.png)
![astronaut_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;qaJPnBUJyQ-rT-cBjYMdN.png)
![bluejay_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;jxUg8dJ9rQwgD9bxq_9Qz.png)
## Image to pixel art
Surprisingly, you can use this LoRA to change a reference image into pixel art, but it doesn&#39;t work with every type of image, and seems to work best at 768x768 and similar scale.
Example: *Change this image into pixel art*
![img_to_pixel_5](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;1N1WrSnjrp9qn3b-BiyZN.png)
## Notes &amp; Issues
- Backgrounds from the reference image carry over to the spritesheet, so if you have a reference image with a background, add something like &quot;White background&quot; to the prompt so the spritesheet doesn&#39;t generate it.
- Normal edit prompts still have the same weaknesses that the original model has (character identity drift, complex pose changes).
## Download model
[Download](/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/tree/main) them in the Files & versions tab.