AI Upscaled Textures
- BadLuckBurt
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Re: AI Upscaled Textures
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!
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- MrFlibble
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Re: AI Upscaled Textures
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: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.
Result (4x_Faces_N_250000 model):
I believe that I described the method in more detail some time ago.
- King of Worms
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Re: AI Upscaled Textures
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
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!
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- BadLuckBurt
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Re: AI Upscaled Textures
Congratulations good to see this turning from sour to sweetKing 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!
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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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
Eternal glory is in my grasps
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- pango
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Re: AI Upscaled Textures
Just gorgeous!
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- MasonFace
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Re: AI Upscaled Textures
Fantastic!
- King of Worms
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Re: AI Upscaled Textures
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)
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)
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- MrFlibble
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Re: AI Upscaled Textures
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.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.
Armour items
Result
Clothes
Result
- King of Worms
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Re: AI Upscaled Textures
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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