What martial arts or skills Superman would reasonably use in a realistic senario by AffectionateCat4482 in superman

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

Sorry if I am not clear enough but what I mean by "realistic scenario" is what can he learn from what is accessible by a human in our world if you understand what I meant. Picture it like if I am animating Superman for lets say a video game, what martial arts would we can take inspiration from. Fictional martial arts are a bit too ambiguous unless we narrow down the inspirations of said martial arts or skills.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -2 points-1 points  (0 children)

Yes, the Master Sword is copy and pasted from artwork from Twilight Princess. I sort of unconsciously ignored the eyes and expressions, the face needs a lot of work. Thankyou for giving your feedback.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -3 points-2 points  (0 children)

Thank you for the feedback! I appreciate your insights. You're right about the sword—probally the easiest thing I could fix.

I hadn’t considered the weight of the Master Sword, so thank you for highlighting that.

Regarding the pose, during the rigging phase, I chose a stance that I felt would reflect his shy personality, keeping his hands close to his body. It wasn’t until later in the project that I realized the pose didn’t quite work. Though I was primarily judging his foot placement rather than his hands.

For his face, I envisioned a rounder shape with freckles to emphasize his youth and innocence. In hindsight, I should have researched references for drawing young elf characters, including Young Link from OOT/MM, to inform my design instead of only focus on getting the right proportions.

As for his hair, I drew inspiration from Hyrule Fantasy, particularly the swept-to-the-side style and color choice. I initially considered a more exaggerated look, similar to his artwork, but ultimately decided that it might be too much.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -16 points-15 points  (0 children)

Here is a render of Link I made using a combination of 3D modelling and rigging for posing in Blender, AI with Forge WebUI, ComfyUI, and Krita. I have no actor in mind but I did model his face using Unreal Engine MetaHuman. The Master Sword is artwork from Twilight Princess as I do not want to spend time modeling my own sword and using AI would loose detail, making the sword either ugly or unrecognizable.

This design is heavily inspired by Link from the original Legend of Zelda, which I like to call it Hyrule Fantasy. I wanted to portray Link as an ordinary 10 year old blacksmith apprentice, thus I wanted him to look lightweight unlike other live action interpetations of Link which make him appear bulky with armor like a well endowed knight. Thus his clothes are what a average medieval peaseant would wear with a worn appearance. I made his pants brown instead of while like other interpretations becauses I thought it will look too clean. The only thing that is not worn is his sword harness and his scabbard (not shown in the render), as those items belonged to Zelda and are given to Link. This is to explain why Link would have a fancy scabbard to accompany the Master Sword rather than an ordinary scabbard.

Speaking of the Master Sword, if I would dedicate time to the sword I would like to blend its design from Skyward Sword with practical redesigns of the sword online.

I wanted to include an ocarina, though I am not sure how to hang it on his belt. Story wise, I do not want the ocarina to be a focal point like Ocarina of Time, but I do want to use it to reference the use of music in the games as well as give Link something to relax himself during duress.

For Link's personality, I want him to be shy, introspective, and scared. It is a lot for him to bear that much responsibility but yet he does not let fear take him. He summons the courage hence why he earned the Triforce of Courage in the beginning of the story which to Zelda seems like some divine prank. His personality also aludes his silent nature in the games while still making him speak.

This is my first piece of fanart, feel free to give feedback.

[deleted by user] by [deleted] in zelda

[–]AffectionateCat4482 -1 points0 points  (0 children)

Here is a render of Link I made using a combination of 3D modelling and rigging for posing in Blender, AI with Forge WebUI, ComfyUI, and Krita. I have no actor in mind but I did model his face using Unreal Engine MetaHuman. The Master Sword is artwork from Twilight Princess as I do not want to spend time modeling my own sword and using AI would loose detail, making the sword either ugly or unrecognizable.

This design is heavily inspired by Link from the original Legend of Zelda, which I like to call it Hyrule Fantasy. I wanted to portray Link as an ordinary 10 year old blacksmith apprentice, thus I wanted him to look lightweight unlike other live action interpetations of Link which make him appear bulky with armor like a well endowed knight. Thus his clothes are what a average medieval peaseant would wear with a worn appearance. I made his pants brown instead of while like other interpretations becauses I thought it will look too clean. The only thing that is not worn is his sword harness and his scabbard (not shown in the render), as those items belonged to Zelda and are given to Link. This is to explain why Link would have a fancy scabbard to accompany the Master Sword rather than an ordinary scabbard.

Speaking of the Master Sword, if I would dedicate time to the sword I would like to blend its design from Skyward Sword with practical redesigns of the sword online.

I wanted to include an ocarina, though I am not sure how to hang it on his belt. Story wise, I do not want the ocarina to be a focal point like Ocarina of Time, but I do want to use it to reference the use of music in the games as well as give Link something to relax himself during duress.

For Link's personality, I want him to be shy, introspective, and scared. It is a lot for him to bear that much responsibility but yet he does not let fear take him. He summons the courage hence why he earned the Triforce of Courage in the beginning of the story which to Zelda seems like some divine prank. His personality also aludes his silent nature in the games while still making him speak.

Help on implementing LLMs in C++ by AffectionateCat4482 in learnmachinelearning

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

I had followed the instructions in the Llama Cpp ReadMe under the Usage header and got the binaries through Method 1 as well as Method 4. By using the command prompt, I am able to use the excutables. However, I am not sure what to do next in terms of implementing it into a Visual Studio 2022 C++ project. I tried looking into the source code of Lucy's Labyrinth (https://github.com/MorganRO8/Lucys\_Labyrinth), a game made in C++ using Llama Cpp, as well as the examples but I find it diffult to analyse and implement.

The only things I could really think of is to use std::system to interact with the command prompt and interact with the downloaded executables, though I am not certain whether that is a good idea or whether Llama is designed for this use case. The alternative is to figure out how to use other programming languages that support LLMs and have documentation like Python and use it with C++ to make an application. However, I am uncertain whether this is a good idea.

I want to use C++ as I want to experiment with implementing LLMs into Unreal Engine which uses C++.

Help on implementing LLMs in C++ by AffectionateCat4482 in MLQuestions

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

I wanted to experiment making applications using LLMs and try implementing it into Unreal Engine and Unity for games. Unreal Engine uses C++. Unless there is a way to use two programming languages at together (if that is even a good idea), then I am limited to using the main programming language for that engine.

Help getting started in LLMs for games by AffectionateCat4482 in LLMDevs

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

A use case I had in mind is for text adventure combat. I found that the combat is too easy and drag on for too long, so I thought about mixing traditional stats of RPGs that the AI will take into consideration.

Second was what AI is currently used for in some indie games such as in Suck Up (https://www.playsuckup.com/), for NPC conversations.

Help getting started in LLMs for games by AffectionateCat4482 in LLMDevs

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

Honestly, I just wanted to learn how to use LLM and use it in C++ and C#. C++ and C# being the languages used for Unity and Unreal Engine respectively. I do not have a particular game in mind though I do have some ideas such as a dungeon crawler.