Re: AI Upscaled Textures
Posted: Thu Mar 07, 2019 9:25 am
Very impressive
I disagree. There's just something that 3D provides that 2D does not.Kamer wrote: ↑Thu Mar 07, 2019 4:53 am True but if we can get hi-rez upscaled versions of the original sprites, then making models and pre-rendering them would be a waste of time cause this looks like a much better option. If anything the goal of the project will change. Probably to modernize the sprites by giving them extra details but keeping to the artstyle as close as possible. That rat looks amazing btw.
It appears to handle humanoids pretty well too. I may try the thief or archer next to compare but I don't foresee any issues.Well, it appears you got the best pattern for upscaling NPC sprites. But how about the humanoid ones?
It's all explained on the very first post of this thread my man, lol, but I'll summarize here:Some stupid questions (because I'm too lazy to read through everything in this 24-page topic, ha)
Still 2D sprites, just higher resolution.1) Are MasonFace's updates (e.g. to that Giant just a couple posts above) still 2D sprites, or 3D models?
Haven't gotten enough upscaled assets generated to do any meaningful tests, but the file sizes are pretty small.2) In testing, do they impact the framerate/loading times?
As stated on the first post: "My opinion is that all generated textures/sprites that have been contributed should be made public to the community so anyone can curate their own collection." D.R.E.A.M. would fit that category, so yes I intend to allow KoW to include this finished project in D.R.E.A.M. project. I will also publish the results in GIMP format so anyone can modify the results to their liking and possibly refine them to a whole new level of quality.3) Are these monster graphic updates going to be included in D.R.E.A.M.?
Thanks for the praise! And here's to hoping I can get this project completed sooner rather than later!Whatever the answers, this work is incredible! There's been a lot of great work over the past few years on the rest of the graphics in DFU, but the enemy sprites have been critically lacking in terms of fully developed mod upgrades so far. Looks like that may change soon.
Wait, you guys aren't going to pay me for this?! Ah man, screw this!. . . you're not exactly getting paid for this . . .
I think the MOBs and townsfolk NPCs (just the animated ones that walk around town) are the ones that would be most crucial for this project in order to fill in the gaps of DREAM because they are too numerous for artists to recreate in HD in a reasonable amount of time, and crowd sourcing it with many artists would likely produce disjointed results. Next priority would likely be foliage and environment flats, but it looks like VMblast is chipping away at that venture. The next opportunity would be animated sprites like the farm animals and such. I'd have to take a look at the latest DREAM version and AlexanderSig's Model pack to see where the biggest gaps are. Another big thing I'm working on is upscaling the videos: viewtopic.php?f=14&t=1155&start=10#p21653 which uses a similar approach.One final very basic question: other than NPCs and enemies, what is included in the scope of "sprites" (as opposed to "textures")? I understand the general concepts, but I'm not sure what else in DFU other than the NPCs and enemies hasn't already been touched by (for example) D.R.E.A.M. in terms of textures and AlexanderSig's compilation of models.