King of Worms wrote: ↑Sun Mar 08, 2020 11:06 am
Nice results! Its missing the AA on the edges
Why would you want anti-aliasing anyway? The original low-res sprites don't have it, and I was quite glad to figure out a method of getting clean sharp edges for upscaled sprites.
Re: AI Upscaled Textures
Posted: Mon Mar 09, 2020 6:37 pm
by King of Worms
Hi
Ive said "Its missing the AA on the edges, but thats not necessary for the paperdoll, maybe its even unwanted at this stage" but thats only at this particular case - the PAPERDOLL tho.
For the ingame sprites, AA on the edges is a absolute necessity!
If the sprite edges dont have AA, than even if you enable AA in the game, the sprites will have no AA at their outline, so it will have jagged edges and it will just not blend in the whole image properly
Thats why I made AA on the front facing mob frames for example. It increases the visual fidelity a lot.
I hope it helps, KoW
PS: have a look at how clean the outline is, thats because I have used AA on the MOB sprite edge before importing in the game.
Than once u enable the ingame AA as well, its smooths out the MOBs outline.
Contrary, If the MOB does not have the AA on the edge as a loose file, than even with ingame AA enabled it will have jagged edges.
I need to upscale few images, but I cant get my ESRGAN setup working no matter what :X
Its the last batch of the artifacts - weapons, nothing crazy, 34 small images. Id really appreciate any help here to complete these missing files.
Yeah, I've been tinkering with upscaling Quake 1 textures lately, so I've got mine back up and running.
I've redone my AI upscaling workflow using Anaconda, so I can just switch between different localized environments that each have their own installed libraries and dependencies and they won't interfere with each other. I highly recommend it.
I can get these upscaled for you over the weekend. I should probably also go ahead and make that backup of PVE textures/materials too before I forget...
Re: AI Upscaled Textures
Posted: Sat Aug 29, 2020 1:21 pm
by MasonFace
Here are the requested upscales. I have both ESRGAN and SFTGAN upscales in there, but I think the ESRGANs came out a little better.
I've also uploaded a backup of all the PVE Textures/Sprites/Materials as a Unity package. Unfortunately, it is 1.7GB in size because they are at the highest resolution and there are probably quite a few unused normals that I didn't take the time to remove. I'm going to link it on the second post of the PVE mod thread.
Re: AI Upscaled Textures
Posted: Sat Sep 05, 2020 12:45 am
by phredreeke
Hi. I haven't checked in here for a while.
I recently tried a new ESRGAN model (called NMKD-DeGif) which I tried some Daggerfall sprites on. Here are the common people https://i.imgur.com/SQaySpr.png
I upscaled five folders of sprites and uploaded here.
phredreeke wrote: ↑Sat Sep 05, 2020 12:45 am
I recently tried a new ESRGAN model (called NMKD-DeGif) which I tried some Daggerfall sprites on. Here are the common people https://i.imgur.com/SQaySpr.png
These seem rather bad to me. I mean some parts look good but they're counter-balanced by others that are worse than the originals. And this model stuffs quasi-JPEG artifacts into the upscales on top of that.
Re: AI Upscaled Textures
Posted: Mon Sep 07, 2020 10:30 pm
by Azteca
If anyone wants to mess with a new technique, might I suggest TecoGAN?