Model Information

Alice Liddell from American Mcgee's Alice Madness Returns - Image 1
Alice Liddell from American Mcgee's Alice Madness Returns - Image 2
Alice Liddell from American Mcgee's Alice Madness Returns - Image 3
Alice Liddell from American Mcgee's Alice Madness Returns - Image 4
Alice Liddell from American Mcgee's Alice Madness Returns - Image 5
Alice Liddell from American Mcgee's Alice Madness Returns - Image 6

Description

This is the 'side product' of my experiments with multi-lora.

If you have any tips on how to make such details like tattoos or emblems clear and stable, I'd like to know.

Omega pendant = 'horseshoe pendant'. This is a trick to get similar shape. I tried using different tokens for it, but 'horseshoe pendant' is the best I get.

Astrology signs on aprons don't work clearly; I haven't managed to make them really stable at least for yet.

Siren v1.0: Use strength 1.0-0.8. The pendant works pretty well in this version too. Anglerfish's skull doesn't really work at all. It seems 'skull' on Pony and SDXL means 'human skull' and they don't know anglerfish, at least I hadn't success with it. As more or less alternative you may use 'anglerfish's skull tied at the back of her waist' with strength around 0.6, it makes the skull bit less human. Illium sometimes appears, sometimes not; in general, don't push much expectation or hope about this part of the outfit. In my prompting for examples, I did make a mistake. I used 'AMRDD' instead of 'AMRSD'. However, it shouldn't have a significant impact on the results.

Silk Maiden v1.0: Use strength 1.0-0.8. The pendant works pretty well in this version, mask on her back isn't so, but manageable. I didn't notice any special problems, so just use keywords for things you want to get.

London v1.0: Not much to say about it, this is the simplest version. Use strength around 0.9. The front view often doesn't work well, the apron appears on the back side of the skirt.

Hysteria mode v1.0: In realistic checkpoints/Lora styles, put strength slightly lower than 1.0 to decrease the effect of oversaturation. 'Colored white skin' keep at least 1.3 and 'red sclera' if you want to get at least 1.1. For foreground images, put 'backless dress' in negative. It should also have belts on the back, but it seems the source of the dataset is not sufficient for that. Additionally, don't use it with 'white choker'; it conflicts when trying to make a backless dress and put the pendant on the back side of the neck. With full-body images, the pendant works much worse. Use additional editing. I used Inpaint Sketch and/or 'Inpaint' 'Inpaint only masked' with only the Lora in prompt.

Royal v1.0: 'Horseshoe pendant' works a bit worse than in the Classical outfit, because it doesn't have such strong contrast. It often requires additional editing, especially in realistic images. The effect of oversaturation is present, more so than in v1.1, but less than in v1.0, I would guess. With lover strenght the effect should be less. For the side view, use 'skull on dressbow' with a lower weight than 1.0, and 'brown dressbow'.

Classical v1.1: In general the same as previous version. Use strength 1.0-0.8, 'necklace' instead of 'horseshoe pendant' and 'blue dress' instead of 'dress'. Skull on bow from her back works a bit worse, but I don't think many people who need this view. Anyway use 'white dressbow, skull' for it, need to manage the strength of them for your case

Classical v1.0: Use strength 1.0-0.8. The necklace|horseshoe pendant in full-body images sometimes works well, sometimes not so well, but can be fixed with inpainting 'only masked' with a prompt 'horseshoe pendant' and the lora. In half-body images, there usually aren't such problems. The knife|vorpal blade isn't always generated well, but often is fine. The dataset is around 50% my own game screenshots, 25% cosplayers' photos, and 25% arts, official and unofficial. Skull on her back should works well with 'skull', you may to use it with lower strength. I notice the lora have predisposition to oversaturation sometimes. I will try to fix or decrease that effect at least. I think i fix it in Classical v1.1