🔨 Forging the Future #1 — Choosing the Right Image Model (Patreon)
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🔨 Forging the Future #1 — Choosing the Right Image Model
Welcome to the first post in a new behind-the-scenes series where I pull back the curtain on the tech, the struggles, and the decisions shaping Celina’s Calling (and the future of Morrak Games).
Today: image generation — and why it’s harder than it looks.
When building a game, I need three things from an image model:
Consistency
High Quality
Versatility
Right now? You’re lucky if you get two out of three.
🎭 Consistency vs. Complexity
Some models can produce incredibly realistic renders. With tools like IPAdapter inside ComfyUI, I can keep a character’s face extremely consistent across scenes.
The two attached images show just how consistent Celina’s face could be using that workflow.
But here’s the problem:
What about body consistency?
What about poses?
What about multiple characters interacting?
What about camera angles?
The moment you introduce more than one character, the complexity skyrockets. Keeping one face consistent is manageable. Keeping two bodies, proportions, lighting, style, and composition consistent across dozens (or hundreds) of images? That’s a different beast entirely.
🧌 Versatility (Or Lack Thereof)
Then there’s versatility.
Many modern models (Flux, Pony, SDXL derivatives, Illustrious, etc.) are trained heavily on modern photography and social media–style content. They’re excellent at:
Realistic portraits
Fashion photography
Clean studio renders
But when you ask them for:
Explicit scenes
Orcs
Trolls
Magic effects
Fantasy settings
Things start to break down.
See the attached image of the man with antlers?That was my attempt at generating an orc using a Flux-based workflow.
Technically impressive? Sure.What I needed? Not even close.
That’s the gap between a good model… and the right model for a game like this.
⚖️ The Trade-Off Problem
Could I mix models?
Yes.
But then you introduce:
Style inconsistencies
Lighting differences
Quality variations
Different “feels” between scenes
And while I already wrestle with that somewhat, I don’t want the player subconsciously feeling like they’re jumping between different visual universes every few scenes.
For a story-driven experience, cohesion matters.
🌈 Enter: Chroma
After a lot of experimentation, I’ve landed on Chroma as my base imaging model.
Why?
Because in my experience, it hits the best balance of:
Strong realism
Fantasy capability
Fewer restrictive filters
Better creature generation
More flexible styling
With my new PC setup, I’ve also been able to run the latest versions of Chroma with features I couldn’t properly utilize before. That means:
Better consistency
Faster generation
Stronger LoRA integrations
More reliable workflows
And I’m already seeing improvements.
More sample photos are coming soon. 👀
This is just the beginning of Forging the Future. As always, thank you for supporting this journey. You’re not just funding content — you’re helping build the forge that makes it possible.
— Morrak Games