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Arcane World Prototype — Z-Image vs SANA-Sprint vs Bonsai

Testing the "everything-AI" tile-world path: an AI-generated ground texture made tileable and iso-projected in code, with AI-generated arcane buildings composited on top. Same geometry pipeline for both — only the generating model differs.

AI ground texture → mirror-tile (seamless) → rotate 45° + ½ vertical squash (iso) → tile the grid → composite rembg-cut buildings
Pixels are 100% AI; tiling + isometric projection + placement are deterministic code.

All three generated with the same seed (11) and prompt. For characters placed in the world, see the real-time Arcane World Scene.

Ground generator comparison

Z-Image-Turbo

9 steps · ~55s/img · higher detail, painterly
Z-Image world
ground texAI ground texture (before tiling + iso projection)

SANA-Sprint

2 steps · ~3s/img · ornate, slightly softer
SANA world
ground texAI ground texture (before tiling + iso projection)

Bonsai

4 steps · ~20s/img · FLUX.2 Klein ternary-4B
Bonsai world
ground texAI ground texture (before iso projection)
Takeaway: all three produce a coherent arcane iso world — proof the everything-AI path works. Keep the world on one model for style coherence. Z-Image is most detailed (painterly, high-contrast runes); SANA-Sprint is fastest (2-step, ornate, slightly softer); Bonsai (FLUX.2 Klein ternary-4B, 4 steps) produces richer colour depth and finer stone detail than SANA at moderate speed.

Prototype-rough, for production: buildings need contact shadows + grounding; depth-sorting once objects overlap.