svntax-dev commited on
Commit
9e47407
·
verified ·
0 Parent(s):

initial commit

Browse files
Files changed (2) hide show
  1. .gitattributes +55 -0
  2. README.md +106 -0
.gitattributes ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ *.7z filter=lfs diff=lfs merge=lfs -text
2
+ *.arrow filter=lfs diff=lfs merge=lfs -text
3
+ *.bin filter=lfs diff=lfs merge=lfs -text
4
+ *.bz2 filter=lfs diff=lfs merge=lfs -text
5
+ *.ckpt filter=lfs diff=lfs merge=lfs -text
6
+ *.ftz filter=lfs diff=lfs merge=lfs -text
7
+ *.gz filter=lfs diff=lfs merge=lfs -text
8
+ *.h5 filter=lfs diff=lfs merge=lfs -text
9
+ *.joblib filter=lfs diff=lfs merge=lfs -text
10
+ *.lfs.* filter=lfs diff=lfs merge=lfs -text
11
+ *.lz4 filter=lfs diff=lfs merge=lfs -text
12
+ *.mlmodel filter=lfs diff=lfs merge=lfs -text
13
+ *.model filter=lfs diff=lfs merge=lfs -text
14
+ *.msgpack filter=lfs diff=lfs merge=lfs -text
15
+ *.npy filter=lfs diff=lfs merge=lfs -text
16
+ *.npz filter=lfs diff=lfs merge=lfs -text
17
+ *.onnx filter=lfs diff=lfs merge=lfs -text
18
+ *.ot filter=lfs diff=lfs merge=lfs -text
19
+ *.parquet filter=lfs diff=lfs merge=lfs -text
20
+ *.pb filter=lfs diff=lfs merge=lfs -text
21
+ *.pickle filter=lfs diff=lfs merge=lfs -text
22
+ *.pkl filter=lfs diff=lfs merge=lfs -text
23
+ *.pt filter=lfs diff=lfs merge=lfs -text
24
+ *.pth filter=lfs diff=lfs merge=lfs -text
25
+ *.rar filter=lfs diff=lfs merge=lfs -text
26
+ *.safetensors filter=lfs diff=lfs merge=lfs -text
27
+ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
28
+ *.tar.* filter=lfs diff=lfs merge=lfs -text
29
+ *.tar filter=lfs diff=lfs merge=lfs -text
30
+ *.tflite filter=lfs diff=lfs merge=lfs -text
31
+ *.tgz filter=lfs diff=lfs merge=lfs -text
32
+ *.wasm filter=lfs diff=lfs merge=lfs -text
33
+ *.xz filter=lfs diff=lfs merge=lfs -text
34
+ *.zip filter=lfs diff=lfs merge=lfs -text
35
+ *.zst filter=lfs diff=lfs merge=lfs -text
36
+ *tfevents* filter=lfs diff=lfs merge=lfs -text
37
+ # Audio files - uncompressed
38
+ *.pcm filter=lfs diff=lfs merge=lfs -text
39
+ *.sam filter=lfs diff=lfs merge=lfs -text
40
+ *.raw filter=lfs diff=lfs merge=lfs -text
41
+ # Audio files - compressed
42
+ *.aac filter=lfs diff=lfs merge=lfs -text
43
+ *.flac filter=lfs diff=lfs merge=lfs -text
44
+ *.mp3 filter=lfs diff=lfs merge=lfs -text
45
+ *.ogg filter=lfs diff=lfs merge=lfs -text
46
+ *.wav filter=lfs diff=lfs merge=lfs -text
47
+ # Image files - uncompressed
48
+ *.bmp filter=lfs diff=lfs merge=lfs -text
49
+ *.gif filter=lfs diff=lfs merge=lfs -text
50
+ *.png filter=lfs diff=lfs merge=lfs -text
51
+ *.tiff filter=lfs diff=lfs merge=lfs -text
52
+ # Image files - compressed
53
+ *.jpg filter=lfs diff=lfs merge=lfs -text
54
+ *.jpeg filter=lfs diff=lfs merge=lfs -text
55
+ *.webp filter=lfs diff=lfs merge=lfs -text
README.md ADDED
@@ -0,0 +1,106 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ tags:
3
+ - text-to-image
4
+ - lora
5
+ - diffusers
6
+ - template:diffusion-lora
7
+ widget:
8
+ - output:
9
+ url: images/Boogu_image_edit_00079_.png
10
+ text: >-
11
+ A pixel art spritesheet of a witch with long red hair and blue eyes, wearing
12
+ a purple hat and robes trimmed with white and light purple colors. The
13
+ spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
14
+ row is 3 walking frames facing down, 2 arm swing attack frames facing down,
15
+ and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
16
+ arm swing attack frames facing left, and 1 hurt frame facing left. Third row
17
+ is 3 walking frames facing right, 2 arm swing attack frames facing right,
18
+ and 1 hurt frame facing right. Fourth row is 3 walking frames back view
19
+ facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
20
+ back view facing up.
21
+ - output:
22
+ url: images/Boogu_image_edit_00080_.png
23
+ text: >-
24
+ A pixel art spritesheet of a medieval knight wearing metal armor and a
25
+ helmet with a red plume. The spritesheet is a 6 by 4 grid of four rows and
26
+ six columns of frames - First row is 3 walking frames facing down, 2 arm
27
+ swing attack frames facing down, and 1 hurt frame facing down. Second row is
28
+ 3 walking frames facing left, 2 arm swing attack frames facing left, and 1
29
+ hurt frame facing left. Third row is 3 walking frames facing right, 2 arm
30
+ swing attack frames facing right, and 1 hurt frame facing right. Fourth row
31
+ is 3 walking frames back view facing up, 2 arm swing attack frames back view
32
+ facing up, and 1 hurt frame back view facing up.
33
+ - output:
34
+ url: images/Boogu_image_edit_00081_.png
35
+ text: >-
36
+ A pixel art spritesheet of a werewolf with light gray fur and yellow eyes,
37
+ wearing a red scarf around his neck, and brown leather pants. The
38
+ spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
39
+ row is 3 walking frames facing down, 2 arm swing attack frames facing down,
40
+ and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
41
+ arm swing attack frames facing left, and 1 hurt frame facing left. Third row
42
+ is 3 walking frames facing right, 2 arm swing attack frames facing right,
43
+ and 1 hurt frame facing right. Fourth row is 3 walking frames back view
44
+ facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
45
+ back view facing up.
46
+ base_model: Boogu/Boogu-Image-0.1-Edit
47
+ instance_prompt: null
48
+ license: apache-2.0
49
+ ---
50
+ # pixel_spritesheet_4walk_combat_32x48_v2
51
+
52
+ <Gallery />
53
+
54
+ ## Model description
55
+
56
+ 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.
57
+
58
+ Trained on Boogu Image 0.1 Edit.
59
+
60
+ ## How to use
61
+
62
+ Use &#x60;boogu_image_edit_turbo_hotfix_1k_20260708_int8_convrot.safetensors&#x60; from Comfy-Org&#39;s Hugging Face repo: https:&#x2F;&#x2F;huggingface.co&#x2F;Comfy-Org&#x2F;Boogu-Image
63
+
64
+ You&#39;ll also need the custom node &#x60;TextEncodeBooguEditAnyRes&#x60; from here: https:&#x2F;&#x2F;github.com&#x2F;svntax&#x2F;ComfyUI-BooguImageEdit-AnyRes
65
+
66
+ Drag and drop the sample images into ComfyUI for the workflow, or use the one in the repo.
67
+
68
+ 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.
69
+
70
+ ### Why a custom node?
71
+
72
+ 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.
73
+
74
+ ## How to get pixel-perfect images
75
+
76
+ 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.
77
+
78
+ # Using an image reference
79
+
80
+ 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.*
81
+
82
+ ![demon_man_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;6pSMAQiaINJDUyrLeQrPq.png)
83
+
84
+ ![astronaut_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;qaJPnBUJyQ-rT-cBjYMdN.png)
85
+
86
+ ![bluejay_image_ref](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;jxUg8dJ9rQwgD9bxq_9Qz.png)
87
+
88
+
89
+ ## Image to pixel art
90
+
91
+ 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.
92
+
93
+ Example: *Change this image into pixel art*
94
+
95
+ ![img_to_pixel_5](https:&#x2F;&#x2F;cdn-uploads.huggingface.co&#x2F;production&#x2F;uploads&#x2F;68dcbc0eb3e9381d15e2cbbc&#x2F;1N1WrSnjrp9qn3b-BiyZN.png)
96
+
97
+
98
+ ## Notes &amp; Issues
99
+ - 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.
100
+ - Normal edit prompts still have the same weaknesses that the original model has (character identity drift, complex pose changes).
101
+
102
+
103
+ ## Download model
104
+
105
+
106
+ [Download](/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/tree/main) them in the Files & versions tab.