AI Upscaled Textures

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Interkarma
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Joined: Sun Mar 22, 2015 1:51 am

Re: AI Upscaled Textures

Post by Interkarma »

Well done, that was a good one. :)

I saw the spider when I was in bed doing a webloop before sleep last night and thought "huh that's really interesting". So yeah, you got me. :lol:

ifkopifko
Posts: 195
Joined: Thu Apr 02, 2015 9:03 am

Re: AI Upscaled Textures

Post by ifkopifko »

Damn! :D I was looking forward to getting scared by the spider in-game...

charlieg
Posts: 59
Joined: Tue Jul 21, 2015 1:12 pm

Re: AI Upscaled Textures

Post by charlieg »

Probably the only April Fools gag that got me. Well done.

It's a shame as that's actually a pretty cool looking spider. Anybody feel like modelling it? :lol:

phredreeke
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Joined: Mon Mar 11, 2019 9:13 am

Re: AI Upscaled Textures

Post by phredreeke »

Ok, I've come up with a tweak to my upscale process to avoid asymmetry in the masks for symmetrical sprites.

If there are any sprites that look odd (I may put up examples later so you know what to look for) tell me and I'll see if I can backport the change to my daggerfall mask script and process those tiles (I'm not gonna run another 6 hours of scripts to improve the maybe 1-5% of sprites actually affected)

Though the higher resolution may mitigate the asymmetry slightly

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

Okay, I'll be alert for any symmetrical sprites. I'll consolidate them as I come across them.

In the meantime, I've released Pure Vanilla Extract Mod, so head over there and checkout the result of our work so far!

phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

Ok, here is an example.
newmask-sidebyside-symmetry.png
newmask-sidebyside-symmetry.png (18.58 KiB) Viewed 2796 times
I should add that the entire image doesn't need to be symmetric, it's just that the artifacts caused are more noticable in a symmetric image.

phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

Looking into it, it seems you're using my old masks and not the most recent ones?

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

No, I used the new ones. Something in particular look wrong?

phredreeke
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Joined: Mon Mar 11, 2019 9:13 am

Re: AI Upscaled Textures

Post by phredreeke »

482 appears to still use the old mask
270 and 271 as well - though the giant doesn't have the black edges so the old mask is better IMO

List of sprites not using new mask (I will update if I find more)
255
256
257
258
260
262
270
271
293
380
482
Last edited by phredreeke on Fri Apr 05, 2019 4:33 pm, edited 1 time in total.

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

Okay, I'll take a look when I get home this evening and see. Thanks for pointing it out.

Still have plenty of work to do to finalize the upscales:
  • Check that the new masks are being used on the sprites you've listed.
  • I would like to include emission maps for the flame atronach, fire daedra and some of the red eyes on some other MOBs.
  • I have found another GAN that can deblur images but I haven't tested it yet. I'd like to see if it can help sharpen the final results a bit.
  • King of Worms suggested that increasing the resolution may help reduce the blurriness when bilinear or trilinear filtering is enabled. I have my reservations as to whether the gains will be worth the heavy increase in memory usage, but it's definitely worth testing to see.
BTW, you can download the GIMP files here if you want to compare the masking layer to your newest results:

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