AI Upscaled Textures

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BadLuckBurt
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Re: AI Upscaled Textures

Post by BadLuckBurt »

Good to hear TinyTask is doing its job :) and that you have found an algorithm that does a better job and lessen the load that way. Hang in there!
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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MrFlibble
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Re: AI Upscaled Textures

Post by MrFlibble »

King of Worms wrote: Sat Mar 07, 2020 9:19 am Just a info someone might find useful. The "cartoonpainted" algo produces less distortion in the black color (which used to be alpha be4 upscale) > so than the ImageMagic color removal works much better, produces cleaner outlines and less artefacts in the sprite > the AA tool in Paint.Net than removes all the artefacts inside the sprite and cleans the outline.
Sorry for popping in, just a little idea for you how to make masks that worked for me (mostly): upscale the sprite against the black background, but also upscale its grayscale version against the blue background for the mask. Use Kuwahara Nagao blur (available in mtPaint) to make clean edges on the mask, convert to original 256 colour palette to get the mask, then paste it on the coloured image. Like this:
Image Image
Result (4x_Faces_N_250000 model):
Image
I believe that I described the method in more detail some time ago.

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

Thats some interesting method, thanks for sharing :)

If everything goes well, I will not have to use it, but its always good to have options.
The method I use is surprising effective, if all parts of the pipeline are set correctly - which I am now able to ensure.

I think when/if I finish this, I will not want to see any masks and stuff like this for a while LOL

Just a UPDATE:
Today I murdered the armors, Im quite proud. And Ive found some ways to improve the shading and texture detail of the armor parts, its really good!

Ill past the log of last week here
Spoiler!
PAPERDOLL

-clothing
Corrected all cloaks interior parts which were causing transparency issues
Darkened the cloak interior parts to look more natural
Created 40 missing masks for the AI cloaks sets 239, 240, 241, 242
Change palete on the aquamarine colors female (sitrus) to better match the vanila colors
Reduced saturation by -20 on red and purple female colors (sitrus) to better match vanila
Reduced saturation -20 added lightness +5 to green female colors

-weapons
Tweaked all of the dwarven weapons blade colors towards darker shade
Corrected a bug on all rapiers which was causing a discoloration around the arm
Corrected some shields Ive missed in a 1st pass

-bodies
Corrected faulty outlines on the character faces
Corrected the Sitrus bodies dimensions and placement in the canvas
Created the clothed variants for Sitrus bodies (underwear)

-armors
Removed 500 redundand files
Removed masks I found redundand:
233_15-0_mask
233_16-0_mask
233_17-0_mask
233_22-0_mask


Finetuned all armor sets brightness across the parts

Improved masking on all helmets, getting rid of the white outlines

Corrected wrong vanila placement of female full body armors (rotation)

Corrected all female armors with bugged colors due to the wrong export script

All Chain armors completely remade, vanilla transparency inconsistency corrected

Detail texture layer and additional shading on armors:
Hide
Chain mail
Dwarven
Adamantium
Daedric
Ebony
Elven
Iron
Mithril
Orcish
Silver

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BadLuckBurt
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Re: AI Upscaled Textures

Post by BadLuckBurt »

King of Worms wrote: Sat Mar 07, 2020 7:52 pm Just a UPDATE:
Today I murdered the armors, Im quite proud. And Ive found some ways to improve the shading and texture detail of the armor parts, its really good!
Congratulations :) good to see this turning from sour to sweet
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

:lol: Eternal glory is in my grasps
02.jpg
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01.jpg
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pango
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Re: AI Upscaled Textures

Post by pango »

Just gorgeous!
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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

Fantastic!

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

Thanks guys, all the work is finally paying off and things start to fit in
Its really fun to spawn all armors, all weapons and all clothing and just mix it up, and in 90% cases it just works, there so many options

One of the reasons I felt its necessary to finish this up is the fact it expands the base game a lot. In vanilla, there are lots of items which have different name/material but same appearance, and this can be changed only with a mod like this.

Plus there are - as usually - bugs in vanilla. For example the chain armor. Some parts have transparency, others do not.. u start to see these things as you dive deeper in the system.

Here u can see the leggings have the colour of the clothing, not a generic black. The golden/brown skirt on a left is also something u cant find in vanilla, only 10 same variants of complete gold... The helmet on a left used to be just golden, no matter what material, now it has 10 variations for each material (u can see it in the Orcish build in previous post)
paperdoll 3.jpg
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MrFlibble
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Re: AI Upscaled Textures

Post by MrFlibble »

King of Worms wrote: Sat Mar 07, 2020 7:52 pm Thats some interesting method, thanks for sharing :)

If everything goes well, I will not have to use it, but its always good to have options.
Here's a very quick result I just produced for paperdoll items. I've used an alpha 0.2 interpolation of DigiPaint and rebout_interp, it's not perfect but the masks are mostly good I think. The upscales are not palettised.

Armour items
Image Image
Result
Image

Clothes
Image Image
Result
Image

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

Nice results! :) Its missing the AA on the edges, but thats not necessary for the paperdoll, maybe its even unwanted at this stage, because the soft edges trigger the transparency effect which is bugged atm. Nice job.

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