AI is everywhere! From initial reactions a couple years ago (Hey, this is neat!) to the latest backlash against AI slop, it’s been quite the rollercoaster ride. As an artist, I have mixed feelings on the use of AI. Generally speaking, I’m open to use different implementations of AI to help me get my work done. Here is the first in my series about the programs I’ve used.
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Photoshop outpainting and character generation
This is probably the most controversial use of AI I’ve dipped my toe into, so I’ll get it out of the way first. In animation for clients, I often need to build photorealistic worlds and props. I would usually source royalty-free images and video from sites like Pixabay.com. For this particular project, I was creating a parody of 1990s Mortal Kombat gameplay. For the background, I had a photo of a courthouse, but I needed to build it out with a post-apocalyptic landscape. Usually, I would use the clone tool to paint more steps and building elements. But Adobe had recently introduced “outpainting” in the form of the generate fill tool. It solved that clone issue in seconds and I could move on. For the sky I used some stock video and the foreground texture was another stock image.
In creating the characters for the scene, I knew they should be somewhat photorealistic. That was the thing that made Mortal Kombat unique at the time. My traditional method would be to make digital puppets from stock photos with heads, hands, and clothing from multiple sources. I did, in fact, do this a little bit, but then fed some of those stock images into Photoshop and asked it to give me back high-res versions in fighting poses.
I did not ask for animation, however. Instead, I took those AI still images and puppeted them myself in After Effects. That’s the fun, creative part — performing characters with exaggerated action and timing. I’m not in a hurry to give that up.
Part 2 coming soon…
This is terrific! The audio really sells it. Reminds me of Michael Granberry’s From Beyond. Really scary!
If you’re looking for critique, I would say be careful with camera angles and movements. Any ti...
Expand commentThis is terrific! The audio really sells it. Reminds me of Michael Granberry’s From Beyond. Really scary!
If you’re looking for critique, I would say be careful with camera angles and movements. Any time you cut, it should be motivated by the story. There are times, especially in the last section, where there’s not a good reason for a new angle.
Also, even if the character animation is done on twos or threes, camera moves look a lot smoother when done on ones.
As for character movement, I don’t mind it somewhat choppy. But something to work on for the future is convincing walk movements. You might not be doing “tie-downs” yet, so that’s worth investigating.
Keep up the good work!