the identical run repeated on two different machines — the big inference box and the smaller rig — so the rows are the hardware and the numbers underneath are the real difference. worth reading the 512 columns and the 1536 columns separately: the workstation's lead is not the same at both ends, which is exactly why the game paints its foes small.
← the research index the licence ledgercheckpoint albedobaseXL_v21 · sampler dpmpp_2m · scheduler karras · cfg 6.0
every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, a hard-faced smuggler in dripping oilskins wading a flooded sea-cave, a gaff hook in one hand and a hooded lantern in the other
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: foe seed (subject-only, #663); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, a towering humanoid monster built of jagged translucent white salt crystal, looming full-figure, smaller dry husk-people half-merged into its glittering salt mass, no face
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: foe seed (subject-only, #663); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
stylized oil-painted realism, painterly brushwork, thick impasto lighting, in the style of Dishonored game art, a sweeping wide establishing shot, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, REGION VIGNETTE: A thick curtain of sea-fog swallowing the stone breakwater and the distant silhouette of forty huddled rooftops.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: game region vignette (history, style-stripped); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
stylized oil-painted realism, painterly brushwork, thick impasto lighting, in the style of Dishonored game art, a sweeping wide establishing shot, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, REGION VIGNETTE: The weathered stone chapel with its cracked bell tower glowing under a dim amber lantern light.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: game region vignette (history, style-stripped); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, close-up head-and-shoulders portrait of a precise middle-aged harbormaster in a peaked cap, skeptical fair eyes, his pen poised mid-entry, the ledger counter a blur below, amber on grey
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: NPC art seed (game's own); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, close-up head-and-shoulders portrait of a quiet devout lampwright, wick-trimming scissors in hand, warm amber glow on her face, night fog-blue behind
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: NPC art seed (game's own); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)
↓ receipts.json — every image on this page with its full provenance, machine-readable.
painted by: albedobase xl 2.1 — OpenRAIL++-class, credit given