HD Pre-rendered Daggerfall Sprites
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: HD Pre-rendered Daggerfall Sprites
Cool things. With your awesome skills you can make all 2d sprites as 3d models! And more than that, have ability for NPC to have equipment on them what they have in inventory, not only one static look.
-
- Posts: 9
- Joined: Thu Jun 28, 2018 12:51 pm
Re: HD Pre-rendered Daggerfall Sprites
Wow I'd like to see more of this in the context of Daggerfall's assets. This is really impressive.MasonFace wrote: ↑Wed Dec 12, 2018 6:26 pm If you want, you could use a Unity asset that I'm developing to render the 3D model into a sprite inside Unity in real-time. It would benefit from high levels of customization and real-time lighting. You can customize the FPS of the animation, number of discrete view angles (4, 8, or 16), resolution of the sprite, bilinear/point filtering, and 16 or 32 bit color depth all-on-the-fly. Also, it doesn't store a texture atlas, so your video memory isn't dependent on the number of frames or animations. On the downside, it does require that the model be rendered once every so many frames in order to update the Render Texture so that counts against your video memory, but the simple materials you appear to be using (which I love by the way) shouldn't be a very heavy hit.
Take a look at what I have so far and see what you think: https://www.youtube.com/watch?v=RwndXT2K6Ms
Sorry the video is kind of dark; it's my first time making a demo video and I was trying to emphasis the real-time lighting.
The "code switch" mentioned by Jedidia would be taken care of automatically by my Asset which compares the main camera's view angle to the subject's orientation, then descretizes it to snap it into a 45 degree (or whatever interval you want) angle. But on the other hand, I don't think DFU supports swapping character sprites with animated 3D models yet (I'm speaking in ignorance here) so it may be a moot point for now anyhow.
BTW, the video features a ground texture made by our very own KoW (credited in the video description).
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
I've created a new post in "Modder Discussion" for this ill-named "Spriter" tool (in retrospect, maybe I should have put it in Creator's Corner?): https://forums.dfworkshop.net/viewtopic.php?f=22&t=1613
I also released a demo that will let you play around with the settings.
We can let the focus of this thread return to Kamer's excellent work.
I also released a demo that will let you play around with the settings.
We can let the focus of this thread return to Kamer's excellent work.
- Luzur
- Posts: 29
- Joined: Sat Sep 02, 2017 11:26 am
Re: HD Pre-rendered Daggerfall Sprites
Well there is also this new technique called ESRGAN, which could be useful for the textures:
pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
https://github.com/xinntao/ESRGANEnhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
"Load the muskets"
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
We got any Python guys here in the DFU community? I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!Luzur wrote: ↑Wed Dec 19, 2018 1:45 pm Well there is also this new technique called ESRGAN, which could be useful for the textures:
https://github.com/xinntao/ESRGANEnhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
- VMblast
- Posts: 519
- Joined: Wed Mar 29, 2017 12:22 pm
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
Can you do player weapons with your spriter?MasonFace wrote: ↑Thu Dec 20, 2018 7:00 pmWe got any Python guys here in the DFU community? I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!Luzur wrote: ↑Wed Dec 19, 2018 1:45 pm Well there is also this new technique called ESRGAN, which could be useful for the textures:
https://github.com/xinntao/ESRGANEnhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
Not currently, but it wouldn't take too much effort to make it work. BTW, do you mind if I use some of your HQ textures to make a more Daggerfall themed scene for my next demo?Can you do player weapons with your spriter?
- VMblast
- Posts: 519
- Joined: Wed Mar 29, 2017 12:22 pm
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
Ok, let me know when you do, Ill be willing to do some small experiment. I do have some weapons, like sword and warhammer, already made and could do some rough FPS action animations for this.
Sure thing, go ahead.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: HD Pre-rendered Daggerfall Sprites
Since I lost everything with the HDD, this will be started over from the beginning. I've already started work on recreating Daggerfall assets. I've done very little 3d modeling but I think I've learned enough to begin actual work on original assets. I'll detail more later about the goals of this project and what to expect.
- MasonFace
- Posts: 543
- Joined: Tue Nov 27, 2018 7:28 pm
- Location: Tennessee, USA
- Contact:
Re: HD Pre-rendered Daggerfall Sprites
Great to hear! This project has a lot of potential.