Stable Diffusion Helmets
If you develop a Diablo-Style RPG, you want to give the player the possibility to equip lots of armor pieces. Including helmets, that can drop as loot from enemies or can be found in chests and give the player a number of stat boosts.
In this article, we showcase to generate Helmets like these, with Stable Diffusion:
I mostly used prompts like these:
knight ((helmet)), silver, iron, dnd style, rpg item, fantasy, medieval, highly detailed, ornaments, centered, front view
With the negative prompt:
cropped, ((out of frame)), ugly, deformed, (blur)
The results you see below are from the Protogen v3.4 model with 768x768 resolution, resulting from quickly drawn input images like these:
Wooden style helmets
The following helmets have a style that combines wooden and steel elements with each other. I personally really like it.
When experimenting with color, I found that wood, golden ornaments and teal go together very well and give somebeatiful helmets. The spike on the top however is sometimes a bit wrong and does not look too good.
Skull helmets
I found it interesting to combine skulls and helmets. Imagine the hero in an RPG wears a helmet like the one in the middle. The antlers on top also add to the creepiness. I wanted to try alive helmets as well, like ones where plats are overgrowing them, but did not get good results.
Dark steel helmets
Using a darker steel makes the bronze ornaments shine more and gives an older, more ancient look to these pieces of armor. I like this style for a Babylonian setting.
Weird mask-like helmets
Experimenting with skulls also made Stable Diffusion spit out these things. I don't know if they are carneval masks or helmets. I guess they would look cool on gladiators.
Spiky Helmets
Adding spikes somehow makes the helmets loke more evil. Except Nr. 2, the one with the unicorn horn spine. This one even allows special attacks if you charge forward with your head down.
Helmets with diamonds
Everyone likes diamonds. Honestly these look a bit phony and the reflections are not good. But I like to put gems on helmets as is makes them look more valuable in some cases.
Trying a black background
Like, last time when I made weapons with Stable Diffusion I also wanted to see if we get better rresults with a black background. I think the opposite is the case. They look too real and too deformed at the same time.
Silver helmets with patterns
These highly detailed helmets look too realistic for game art. At least for my taste. But it is interesting to see the different perspectives.
Fails and weird results
Now enjoy some of the thinks that did not wuite work out as I expected. Or when Stable Diffusion just came up with some unexpected designs.
In the future I will try to generate full body armor sets with Stable Diffusion. Also I want to explore other clothes like hats, shoes and belts.
About Tadeo Hepperle
Hey, I am Tadeo, a Software Developer with a passion for Rust, Dart and Deep Learning. I love to explore how to make use of generative AI, especially for games.