Case Study

Realism Generator: one dial from illustration to photoreal

Same design, same seed, same prompt — a single realism-strength dial moves a character from game illustration toward photoreal, so the art direction can pick the project's realism level side by side.

dial — realism strength, nothing else changes
1
illustration → photoreal, same seed
0 → +1.0
typical sweet spot, set per character
+0.4 – +0.7
paid calls — fully local
0

One design, one dial

The usual way to make a concept “more realistic” is to rewrite the prompt — and the design drifts with it: a new face, new costume details, a different pose. This generator keeps everything fixed — prompt, seed, base model, self-trained style LoRAs — and exposes exactly one control: realism strength. Turning it produces a ladder of the same character, from the painted game-illustration look toward photographic skin and materials.

Same character, same seed — original, +0.5, +0.7, +1.0

Where it shows

The difference is clearest in the face and the materials: skin texture, light falloff on leather, the weight of the metal hardware. Silhouette, costume and pose stay where they were.

Face detail across the ladder — original, +0.5, +0.7, +1.0

Calibrated per character

There is no single right value. Each character gets its own: around +0.7 where a modern outfit benefits from tactile materials, around +0.4 where an ornate costume or a stylised silhouette needs to stay readable. Past the sweet spot the backdrop starts to flatten and the image reads less like game art — so the ladder is rendered first and the value is picked from it, then fixed for the rest of the set.

The graph

Base model → self-trained style LoRAs (collapsed here) → the realism-strength node → prompt → sampler on a fixed seed. The realism node is an open community realism-slider LoRA; the pipeline around it — the style stack it rides on, the fixed-seed ladder and the per-character calibration — is the part built here.

Realism generator — ComfyUI graph

How it is used

  • Art-direction meetings — the same character at several realism levels, side by side, to choose the project’s tone.
  • Keeping a series consistent — once a value is chosen, every new character in the set renders at the same level.
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