用AI把角色概念一键生成精准像素的我的世界皮肤
BLOCK: An Open-Source Bi-Stage MLLM Character-to-Skin Pipeline for Minecraft
- 分两阶段:先用大模型生成前后双视角预览图,再转为皮肤贴图
- 支持任意概念生成,输出与原版游戏像素完全对齐
- 开源完整流程,适合游戏开发与创意设计者使用
我们提出 extbf{BLOCK},一个开源的双阶段角色到皮肤生成流水线,可将任意角色概念生成像素精确的 Minecraft 皮肤。BLOCK 将问题分解为(i)基于大型多模态模型(MLLM)的3D预览合成阶段,采用精心设计的提示与参考模板,生成一致的双面板(正面/背面)斜视风格预览图;(ii)基于微调后的 FLUX.2 模型的皮肤解码阶段,将预览图转换为皮肤图集图像。我们进一步提出 extbf{EvolveLoRA},一种渐进式 LoRA 教学策略(文本到图像 → 图像到图像 → 预览到皮肤),通过前一阶段的适配器初始化下一阶段,提升稳定性与效率。BLOCK 已发布所有提示模板与微调权重,支持可复现的角色到皮肤生成。
原文摘要 · Abstract (English)
We present \textbf{BLOCK}, an open-source bi-stage character-to-skin pipeline that generates pixel-perfect Minecraft skins from arbitrary character concepts. BLOCK decomposes the problem into (i) a \textbf{3D preview synthesis stage} driven by a large multimodal model (MLLM) with a carefully designed prompt-and-reference template, producing a consistent dual-panel (front/back) oblique-view Minecraft-style preview; and (ii) a \textbf{skin decoding stage} based on a fine-tuned FLUX.2 model that translates the preview into a skin atlas image. We further propose \textbf{EvolveLoRA}, a progressive LoRA curriculum (text-to-image $\rightarrow$ image-to-image $\rightarrow$ preview-to-skin) that initializes each phase from the previous adapter to improve stability and efficiency. BLOCK is released with all prompt templates and fine-tuned weights to support reproducible character-to-skin generation.
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