[Konami (Yoji Shinkawa Et al)] Metal Gear Solid 1 Playstation Graphics Style Illustrious
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The model I think is semi-working. Can't puzzle out the pixelization issue, you'd probably need a different checkpoint than NovaFurry that does pixelized art well, but it sort of works, this one was kind of an experiment even though experimental week is next week, I saw this video, by ParametricAvocado
And used it to make the dataset since it was an easy way to see all important scenes of the game, and was fun to watch while snapping screenshots, I'm not sure if it's my tagging that's the issue, that maybe I used too many 'style tags' or maybe too few? Maybe I should have been more specific? Is it because I'm generating at a very high resolution? Lots of questions with this one that i'll come back to maybe next week or in the future as I come to learn how to do all of this better.
We did NOT expect that level of ░B░O░O░B░A░!░ within the LoRA of "[Konami (Yoji Shinkawa Et al)] Metal Gear Solid 1 Playstation Graphics Style Illustrious"!
The in-game art and visual design of Metal Gear Solid 1 (1998, PlayStation) was primarily handled by a small but pivotal team under the direction of Hideo Kojima, with notable contributions in character design, environment art, and cinematic direction.
Here are the key figures involved in the in-game art and visual style:
🎨 Lead Artist / Character Designer:
Yoji Shinkawa
He was the main character designer and one of the lead artists for Metal Gear Solid.
Shinkawa's brush-style artwork defined the look of characters like Solid Snake, Revolver Ocelot, and Psycho Mantis.
He also worked on the mechanical designs (e.g., Metal Gear REX).
His designs influenced not only the cutscene stills but also the low-poly in-game models, which mirrored his aesthetic as much as possible given the hardware limitations.
🎮 Art & Modeling Team:
The Konami Computer Entertainment Japan (KCEJ) team developed the game, with several unnamed artists and modelers who created:
3D models and low-polygon character assets
Environment art for Shadow Moses Island
Textures, many of which were heavily stylized to maintain performance on the original PlayStation
📽️ Cinematic Direction / In-Game Presentation:
Hideo Kojima – While not a direct artist, he heavily influenced the cinematic language, camera angles, and storyboarding, which shaped how the in-game art was presented.
Kojima worked closely with Shinkawa to ensure the game had a cohesive tone across gameplay, cutscenes, and promotional art.
Works well at a strength of 1. sort of?
Previews made with Nova Furry7b, suggested trying other checkpoints if trying to more closely replicate the pixelized art style of the retro console.










