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Re: AI Upscaled Textures

Posted: Tue Nov 12, 2019 8:44 pm
by King of Worms
Nice results Id say. Both the wall textures and nature sprites.

It might be cool to have those missing terrain sprites sets AI upscaled. I would like to compare them to those I use now (xBRZ and manual touches) and maybe switch some of them for better variants. And I can touch the AI images as well in Photoshop. Ofc with credits to your work.

Re: AI Upscaled Textures

Posted: Tue Nov 12, 2019 10:44 pm
by MasonFace
@BadLuckBurt:

Here are the Upscaled Terrain Textures for archive 302 (Temperate Terrain Set).

Re: AI Upscaled Textures

Posted: Wed Nov 13, 2019 12:19 am
by BadLuckBurt
MasonFace wrote: Tue Nov 12, 2019 10:44 pm @BadLuckBurt:

Here are the Upscaled Terrain Textures for archive 302 (Temperate Terrain Set).
Thank you. I've loaded my own terrain as that has better transitions than Daggerfall's. I'm also setting up a new one that deals with more of the transition tiles. There's a lot of combinations so it'll take a while :) I'm having some trouble with the automapping rules but once I sort those out I can share the setup in case you want to improve the tilability, so far they look pretty good

Be warned, they're 4096x4096, about 10MB each.

https://mega.nz/#!oU0EHKgK!fY6l0c7uf2jV ... Lkj0KgQUjk

https://mega.nz/#!IRsimAwA!sl8HHCJ5K34S ... ScLulbMRdU

Re: AI Upscaled Textures

Posted: Wed Nov 13, 2019 11:19 am
by MrFlibble
King of Worms wrote: Tue Nov 12, 2019 8:44 pm Nice results Id say. Both the wall textures and nature sprites.
Thanks!
King of Worms wrote: Tue Nov 12, 2019 8:44 pm It might be cool to have those missing terrain sprites sets AI upscaled. I would like to compare them to those I use now (xBRZ and manual touches) and maybe switch some of them for better variants. And I can touch the AI images as well in Photoshop. Ofc with credits to your work.
I'd really love to help; but since I'm stuck on CPU (I finally got around to set up the right CUDA version and the matching pytorch/torchvision versions, only to find out that my GPU is too old to be supported) there seems no way to process all the images from those texture files in any reasonable time for now.

Can someone with a powerful GPU please tell me, is it practicable to process large sprite sheets? That would at least simplify the mask creation process by miles.

On a somewhat related note, I found an interesting 2x model in the database called Faithful2x, which produces retro-looking pixel art that is indeed rather faithful to the low-res originals. I further scaled the output up with xBRZ 2x more and used rebout_interp to create a 4x mask:
Image
I'm not sure what to think of it but I believe it might act as a nice compromise between the low-res originals and the overblown 4x splendour of other models.

NOTE: Faithful2x fares rather badly with sprite edges so I did the following: scaled up the original sprite sheet with xBRZ to 4x, then applied Gaussian blur at 0.5 pixel radius in GIMP ad scaled back to the original size with Bicubic. Then pasted the original sprites over this to have smoother edges while the sprites themselves would remain sharp.

For the rebout_interp mask, I created the usual grayscale version of the sprite sheet with a blue background:
Image
No other pre-processing was done, after upscale I applied Kuwahara-Nagao blur in mtPaint at 2 pixel radius (no protected details) and converted to the original palette of the source image. Selected the blue mask in GIMP wit the select by colour tool, pasted over the Faithful upscale which was scaled up 2x with xBRZ, saved and repeated the Kwahara-Nagao process on this image (i.e. applied the blur at 2 pixels and converted to the original palette - you need a palette of the coloured sprites against the blue background for this). Then opened the result in GIMP, again selected the blue mask but this time also grew the selection by 1 pixel to get the sprite edges too, then copied this over the same Faithful/xBRZ 4x result.

Re: AI Upscaled Textures

Posted: Thu Nov 14, 2019 11:10 pm
by MasonFace
BadLuckBurt wrote: Wed Nov 13, 2019 12:19 am
MasonFace wrote: Tue Nov 12, 2019 10:44 pm @BadLuckBurt:

Here are the Upscaled Terrain Textures for archive 302 (Temperate Terrain Set).
Thank you. I've loaded my own terrain as that has better transitions than Daggerfall's. I'm also setting up a new one that deals with more of the transition tiles. There's a lot of combinations so it'll take a while :) I'm having some trouble with the automapping rules but once I sort those out I can share the setup in case you want to improve the tilability, so far they look pretty good

Be warned, they're 4096x4096, about 10MB each.

https://mega.nz/#!IRsimAwA

https://mega.nz/#!oU0EHKgK
It tells me they're protected with an encryption key. What's the code to download these files?

Re: AI Upscaled Textures

Posted: Thu Nov 14, 2019 11:33 pm
by BadLuckBurt
MasonFace wrote: Thu Nov 14, 2019 11:10 pm It tells me they're protected with an encryption key. What's the code to download these files?
Sorry, I'm still new to Mega, I had the incorrect links. You should be able to download the ones below without any trouble.

https://mega.nz/#!oU0EHKgK!fY6l0c7uf2jV ... Lkj0KgQUjk

https://mega.nz/#!IRsimAwA!sl8HHCJ5K34S ... ScLulbMRdU

Re: AI Upscaled Textures

Posted: Thu Dec 12, 2019 2:16 pm
by phredreeke
Any Blood fans here? I decided to upscale a bunch of decorative Daggerfall sprites for use in Blood maps. Two versions are provided, one with the Blood palette (processed similarly to my Blood upscale pack) and one where each sprite was given its own optimised 256 color palette

Image

http://s000.tinyupload.com/index.php?fi ... 3711495781

Re: AI Upscaled Textures

Posted: Thu Dec 12, 2019 4:31 pm
by jman0war
Are there higher rez ones somewhere?
Beastiary and NPC's?

I'm wondering if they could be used for a paint-over, particularly faces.

Re: AI Upscaled Textures

Posted: Thu Dec 12, 2019 6:47 pm
by phredreeke
You mean this one?
100_10-0_rlt.png
100_10-0_rlt.png (82.38 KiB) Viewed 1586 times

Re: AI Upscaled Textures

Posted: Fri Dec 13, 2019 11:41 am
by jman0war
Not really.
Im wondering if NPC flats have been AI Upscaled like this.
Ideally with increased resolution.
Then maybe it would be possible to paint-over them just to touch-up, and paint the faces.