Flufy SDXL Model
Hallo hallo! I see some of you have been commenting and sending me messages, I would really have loved to have responded right away, but for some inane reason gmail decided to move all emails for things like subscribestar and f95zone to a new tab and stopped notifying me of them. Thanks google!
So I've been working on v2, I have people testing sharly right now actually, but the long delay was caused by (among a few other personal life matters) me finally creating an SDXL LoRa for Syrup Town!
It would have been a lot easier to just straight up use my non-furry lora but I really like the softer nature of syrup town's current art and didn't want the shift to be -too- jarring. The ideal would be literally syrup town's current artstyle but with sharper lines and fewer anatomical errors.
So I went through every single image in the game and many other ones I found to be the best from my unused batches, cleaned them up heavily by hand, re-tagged them so they were more accurate, and then used Img2Img with various models at low denoising to get shots that I think still match the general vibe of syrup town but are much higher quality:
Here are some direct comparison shots:
Then I realized that the huge amount of Angelica, Riley, and Sorbet in particular would throw off the model by overfitting it to their details so I did the same thing with every one of my pokemon images and the tarot cards:
And the model can do even more pocketmanz designs as well:
You can find a link to the model and all the tags I used for it (and plan to include in the training data in the future) here, along with a link to all the training data as well:
https://docs.google.com/document/d/1Xm6Zsme8gJtc8tFJWDB8hjtSZYiU0njYR0rTJJHtpZ4/edit?usp=sharing
In total making the lora required cleaning and retagging about 850 images, and while I'd really like to do a thousand more to get even better quality I called it here for now so I can get back to work on the game.
Notably the lora has trouble with Bluebell's hair, it likes to turn Marlow's ears and tail brown, it messes with Angelica's fur giving her a white fur pattern a lot, and I'll need to completely redesign Mary-Lou in the future as the way the model generates her just looks weird to me.
I don't think it's a perfect improvement, but my main goal was to create a model that would let me:
- Generate the characters reliably and consistently, as with easyfluff there are substantial detail and anatomy errors in around 60% of images.
- Use plugins like regional prompting so I can do threesome scenes.
- Generate profile shots with sharper edges so that I can use rembg to remove backgrounds instead of needing to remove them by hand.
- Take advantage of sdxl's larger database so that I can generate syrup characters doing things like footjobs, which just wasn't happening with the easyfluff model.
And the fact that I now can do all that is a big win in my book! So while it was a lot of work I think it was worth all the effort.
With every CG editted to match the new style I've spent the last few days generating new expression sheets for every character. A lot of the older ones had pretty notable errors that stood out a lot when you compared one costume to another in the museum. All 17 characters (dick vs no-dick system chars are treated as separate characters), 13 expressions each (I added a new 'blush' expression I felt was lacking while writing Sharly), and every character has at least two costumes.
At each stage of the process I used the scripts I made for making expressions for the non-furry cast, so really the only hard parts were:
- I generated 48 total base images for every character/outfit, and had to narrow it down to just one
- After generating the variants of the base image to use for the expressions I had to clean up details like breath clouds, floating hearts, and make sure details like clothing strap colors, hair styles, and tail patterns were consistent. This was a lot of manually cleaning things up.
As I write this I'm still upscaling all of the images before I use remBG to remove the backgrounds, upscaling around 3800 shots has taken my computer about 36 hours so far, so the last bit of hard work will be going back in afterwards to clean up any areas remBG missed. Because the new model works so consistently I was able to img2img the whole character instead of just the face without it ruining the shots, so characters now leak precum in their ahegao portraits or sweat in their excited ones, for example.
I was actually able to try out lots of different new costumes as well:
And once all of that is finished I'll re-sort everything into its proper place, downscale it to reduce the massive filesize (SDXL hires images are almost 4 megabytes a pop) and put it all on the PTR for testing before getting back to work.
Sharly's main story like I mentioned is totally finished and all the framework for the rest is done, it's just scenewriting for the rest of the fluffies left now.
I will say I miss how patreon let you upload images directly inline, I have to upload all these images to a separate hoster and basically write them in as HTML now.
By the way while I was searching through my files I found a bunch of the very first shots I used of the syrup cast and made a little image comparing the oldest style to the newest one (sorry about the weird spacing I've used a lot of different image sizes over time):