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My sixth session with Google Gemini AI and Nano Banana 2 interpretations of uploaded images скачать в хорошем качестве

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My sixth session with Google Gemini AI and Nano Banana 2 interpretations of uploaded images
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My sixth session with Google Gemini AI and Nano Banana 2 interpretations of uploaded images

As with my previous session, will be showing Gemini some sprite art, the original NES sprites and my edits and custom sprites. Close up side by side comparisons start at 16:58 into the video, everything before that is our whole interaction. I started this one out with one that I thought would be easy, was a sprite mashup and edits to create a custom Zelda profile image, based off of her older design before she went blonde. I used pieces from various other characters from other NES and Famicom games and put them together, and then created Zelda from them. Godzilla was an easy one but the AI also seems to have played it safe with that one, and it worked, stayed faithful to the sprites. Mothra, the first time, I don't know what the heck it was doing with that, but it got her looking as she should the second time though less like the sprites. My original creation, the minotaur sprite (NES color restraint and one with more colors), I'm not sure how it didn't see that was a minotaur but it came with some really far out there creatures, first something bug-like, and then a skeleton wearing bug armor, so gave up on that one. I showed the AI my Amagon flying turtle the other day, but also told it what each of them were, so it gave me very generic ninja turtle and gamera images with rockets up their butts, so this time showed the same image with no description and somehow it that these flying turtles were trucks, totally missing the details of Mikey's eye mask an Gamera's tusks, as well as their front legs, and the Amagon turtle wasn't even a turtle, straight up cartoon pickup truck, got me really laughing hard at that one, was cute though. Next I gave it a lineup of some custom mini character sprites I made all using the same design and pose but each having different outfits, and it mostly got them wrong, throwing whatever random outfits on them it came up with. So we tried again, and once again hits and misses, mostly misses, and threw in an extra Princess Toadstool in place of the witch, and a Luigi in place of Tifa, felt like the AI was panicking and couldn't think and just threw anything up there. Third time was much better, got most of them right, but still failed at a few. I think that was about as good as this one was going to get, so moving on. Flying Warriors, Rick Stalker turned into Superman, though it thought that Rick was Shazam, I could see that mistake with the theme going on, and like, who the hell know much about Flying Warriors, not many, so can't expect the AI to go into lesser known territory. Next up, a Dr. Mario capsule turned into Minions from Despicable Me, I've never seen it, but thought these capsule sprites were perfect for turning into Minions, and the AI was almost perfect on this one. Next was a mashup of parts from various SMB2 enemies that I made into a scorpion, and aside from adding a gas mask to its face, the AI did understand what was going on, especially how it knew I used that Ostro head an neck for the stinger and tail of the scorpion. Metroids after that, with the original in-game sprite, a minor color edit, and my custom sprite based on the instruction manual art of it with the tentacles instead of claw teeth, and it did okay on this, though each of them has a brain inside their bodies. Following that was Mappy, this one could not tell with the original sprite that he was suppose to have a police outfit and baton, but the sprite isn't very well draw, too many details and not enough space to show it all, so it made him look like a mechanic even though it knew he was a police mouse. As for my custom sprite based on the actual artwork on it, came out fantastic, my sprite large enough that details could be seen well and yeah, did pretty good with that. I made a better sprite for Deadly Towers' drake enemy, so showed that, with the original sprite with its detached head and lack of details, alongside my upgraded renditions, including various color edits, and it did its own thing with the original sprite turning its body to flames that it thought made sense with the floating head, the AI likes to be creative, and my versions aren't too bad. As for the final, a custom fleaman hunchback from Castlevania using an axe, with a trail of blood on the ground behind him, was a full spritesheet, and it totally missed on this one, instead turning him into an armored character with a big hammer and not even the same pose or anything I told it to keep, so we tried again, and once again even with my precise text prompt to keep the same layout, same pose and whatnot it still did its own thing, giving me a generic image of an executioner with an axe in a dungeon. I did get a lot of turns this time around, but my time was up for the day, I've reached my limit. There were more mishaps today than previous days, it happens, I'm learning, the AI is learning, we've got a long ways to go.

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