High resolution paperdoll

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Re: High resolution paperdoll

Post by BansheeXYZ » Fri Jul 05, 2019 12:21 am

emmathepony wrote:
Thu Jul 04, 2019 4:20 pm
The problem with AI upscaling humanoid bodies is that detail of the the anatomy are lost because the AI doesn't know how to "read" them. Whilst AI upscaling is great, it's great as a foundation for then artists to come in and bring back lost details like individual toes, fingers, stomach abs, etc.
It's true that upscalers just make the art look like a poorly drawn watercolor, though some people prefer that to chunky pixels. There is no magic formula for making detail out of thin air. Only a human being is going to be able to recreate that. But there's too much art in this game to expect anyone to come in and redo it all by hand. Even if someone were to dedicate years of their life to that, that person likely isn't going to be a professional artist. Another problem with the old Daggerfall art is that they drew in an illusory fashion. Windows, bookshelves, pillars, and ivy are commonly drawn into walls. Doors locks and crossbars are drawn onto doors. Stone tiles have no actual crevices. It's less obvious at tiny resolutions, but it looks pretty stupid at high resolutions because that illusory tactic gets exposed. That's not an argument to use lower resolutions, btw, since low resolutions are super bad at resolving distant objects clearly.

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Re: High resolution paperdoll

Post by pango » Fri Jul 05, 2019 5:13 am

Well, adding in details that were not in the original is exactly what you can expect from AI upscaling.
But you have to train it with (a lot of) pictures similar to the kind of output you want.
Actually you'll get different results depending on what you trained some model with; There's so much a "general" pre-trained model can do...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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