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Re: AI Upscaled Textures

Posted: Fri Feb 08, 2019 6:03 am
by hurleybird
One could probably just make variations in Gimp or Photoshop easily enough given an appropriate base texture. Time consuming, of course, but not particularly difficult. Of course, if an automated process could be found that would be even better.

I'm not familiar with DF:U specifically, but I am with Unity. Depending on how DF:U handles geometry and materials, I'm guessing one would be looking at between a half day of work and the better part of a week to add support.

Re: AI Upscaled Textures

Posted: Fri Feb 08, 2019 9:06 am
by VMblast
Narf the Mouse wrote: Thu Feb 07, 2019 8:13 pm One idea I saw someone mention elsewhere on the forums is to use a main texture, then a second texture which is repeated at a smaller scale. So, for example for a dungeon wall, you could have a bricks texture, and then a "gritty stone" texture which is repeated at, say, 4x4 or 8x8 by UV scaling it to 0.25 or 0.125 of the bricks texture.
What you are referring to are called -detail maps-. I think only Unity's Standard shader have them integrated in it, tho I dont know what kind of shader DFU uses.

Anw, the way they work is this -- you have one main albedo (diffuse) map and one detail map (it comes in pair with normal map in unity's standard shader). Detail map has two sets of UV's that you can choose from. Main albedo map have color information and detail map is mostly black and white (tho you can add color map as well). The way this is tricky to use is that it requires many back and forth testings, since the B&W detail map has some light/dark information to it and depending of how much is it contrasty/darker/lighter, the overall look of the material will change. It will become more or less darker.

PS - Adding color variant of detail map will drastically impact overall color look of the material. This would greatly increase the setup difficulty, because it would be quite hard to balance it....so I dont recommend that approach.

Re: AI Upscaled Textures

Posted: Fri Feb 08, 2019 3:28 pm
by MasonFace
hurleybird wrote: Fri Feb 08, 2019 6:03 am One could probably just make variations in Gimp or Photoshop easily enough given an appropriate base texture. Time consuming, of course, but not particularly difficult. Of course, if an automated process could be found that would be even better.

I'm not familiar with DF:U specifically, but I am with Unity. Depending on how DF:U handles geometry and materials, I'm guessing one would be looking at between a half day of work and the better part of a week to add support.
With regards to handling materials, I believe DFU can use any shader that Unity supports (this is barring asset injection which defaults to Standard shader), so from a shader standpoint there is nothing to add support for if we just make the textures 2x, 4x, or 8x bigger with variants.

With regards to automating the variant creation process, Nvidia has an AI program that can do it, but it is in closed beta so very few people have access, and I'm not one of them :cry: : https://gwmt.nvidia.com/
Also, it isn't clear whether or not the results are tile-able, so that would have to be fixed manually. Also bear in mind that adding variations would also require new heightmaps, new normals, new metallic maps, ect., which takes time if you want good results.

To me, the repetition keeps the textures rooted to their vanilla origins. If the variations aren't made really well, I think the net effect would detract from the experience and I don't think really good results are achievable with an automated process without considerable touch-ups from an artist.

My goal with this upscaling project is to maintain as close to 1:1 parity with the vanilla DF textures as I can. That is to say, if you were to scale the upscaled textures back down to the original size, the texture would be nearly identical to the vanilla texture. But that doesn't have to be others' goal. If anyone wants to tackle this challenge, believe me- I won't stand in their way! But it's far too time consuming for me to want to pursue. To your credit, it shouldn't be difficult, only time consuming; but for hobbyists to find spare time to do this is difficult.

Just to re-iterate: I don't think it's a bad idea, I just have no interest in doing it due to the time and effort I perceive it would require to maintain the desired aesthetic. Someone else with the right tools and who is more knowledgeable than me on the topic might could make short work of it and make it look great, and I welcome it!

Re: AI Upscaled Textures

Posted: Fri Feb 08, 2019 4:26 pm
by King of Worms
Just do your thing Mason, this all is just a music from a distant future, where all the 1000 base textures and few 1000 of supporting height maps etc are done. No offense to anyone, but I doubt many ppl understand the scope of the work needed to be done just to finish the base (I know you know Mason & VM ;) ) - so... variations etc is just out of the focus now, and you are very right to politely let ppl know :D

Haha, sry, felt like this needs to be said. Be well!

Re: AI Upscaled Textures

Posted: Sat Feb 09, 2019 12:19 am
by Narf the Mouse
No worries. It's a lot of awesome work. :)

Re: AI Upscaled Textures

Posted: Sun Feb 10, 2019 8:31 am
by MasonFace
Okay, I still lack a few textures on objects, but Privateer's Hold is pretty much done.

Go ahead and download and give it a try!
https://drive.google.com/file/d/1O3v8qj ... p=drivesdk

I've added the link the the first page as well, for convenience.

Update: Fixed the download link.

Re: AI Upscaled Textures

Posted: Sun Feb 10, 2019 1:33 pm
by King of Worms
The link from last post directs me to the "Daggerfall Upscale - Masonface Collection 1" which is a Archer MOB and Cif Faces ;)

Re: AI Upscaled Textures

Posted: Sun Feb 10, 2019 2:02 pm
by MasonFace
Whoops! I linked it at 2:30 a.m., I should have known I'd mess it up. Lol.
It should be correct now.

Re: AI Upscaled Textures

Posted: Sun Feb 10, 2019 3:04 pm
by ifkopifko
MasonFace wrote: Sun Feb 10, 2019 8:31 amOkay, I still lack a few textures on objects, but Privateer's Hold is pretty much done.
Just tried it in the Privateer's Hold, and damn, that looks really good. Talk about hi-res Daggerfall...

One thing that I noticed: The corridor just outside the room where the exit is located... the walls in the corridor seem very orange, while the original texture was not noticeably different (color tone) from the one used inside "the exit room".

Re: AI Upscaled Textures

Posted: Sun Feb 10, 2019 4:17 pm
by King of Worms
Thanks, downloading, btw I checked the textures by Freak and they are ok, but would be much better if they were 2x the resolution.
Walls 1024*512, floors 512x512 etc...just my opinion ofc