Re: HD sprites - 23 years later
Posted: Thu Oct 10, 2019 3:27 am
dude, looks awesome.
Tools for Daggerfall
https://forums.dfworkshop.net/
Hello King of WormsKing of Worms wrote: ↑Thu Oct 10, 2019 11:13 am Nordman, is this project in progress or on hold? If its on hold, care to share?
Hi, Im glad you are still around. Nice ingredients!Nordman wrote: ↑Sat Oct 12, 2019 9:31 pmHello King of WormsKing of Worms wrote: ↑Thu Oct 10, 2019 11:13 am Nordman, is this project in progress or on hold? If its on hold, care to share?
For some reason i can't get my weapon/paperdoll sprites to work ingame. However i'm trying to update the ingridients wich will be easier to implement (well, at least i suppose).
Here's an exemple :
I like them a lotNordman wrote: ↑Sat Oct 12, 2019 9:31 pmHowever i'm trying to update the ingridients wich will be easier to implement (well, at least i suppose).King of Worms wrote: ↑Thu Oct 10, 2019 11:13 am Nordman, is this project in progress or on hold? If its on hold, care to share?
Here's an exemple :
What model(s) did you use for the upscale?King of Worms wrote: ↑Sat Oct 12, 2019 9:51 pm Anyway, here is the full upscaled export of every item paperdoll has, plus some inputs from me and Adrinus.
Its the best way to get started. All the naming is done, etc... https://uploadfiles.io/xa9tduf1
Nothing extra fancy I guess. It was done by Adrinus. Lady? Manga? Not sure. If you up for redoing that, it would be really the best idea to contact Adrinus, and he might send you the full original res exports plus all additional infoMrFlibble wrote: ↑Sun Oct 13, 2019 2:11 pmWhat model(s) did you use for the upscale?King of Worms wrote: ↑Sat Oct 12, 2019 9:51 pm Anyway, here is the full upscaled export of every item paperdoll has, plus some inputs from me and Adrinus.
Its the best way to get started. All the naming is done, etc... https://uploadfiles.io/xa9tduf1
Nah, I was just being curious so far. I'm still stuck on CPU (it seems that my NVIDIA card is too old for this) which limits my operations if free time weren't the only issue, so I'm not exactly in a good position to offer substantial help with actually processing any amount of sprites.
Got it Well the staircase effect on the hoodies was caused by something else than ESRGAN upscale. Those were not created by me nor Adrinus I guess. You can see our upscales on this page, the axe etc.. it has some artifacts at the borders tho :X But given the fact these are basically a blueprint for next input of the artist, I think it serves its purpose enough.MrFlibble wrote: ↑Mon Oct 14, 2019 1:57 pmNah, I was just being curious so far. I'm still stuck on CPU (it seems that my NVIDIA card is too old for this) which limits my operations if free time weren't the only issue, so I'm not exactly in a good position to offer substantial help with actually processing any amount of sprites.
I wasn't able to download the entire archive from the link you provided, it goes too slow for me to get over 1GiB in reasonable time. But from what Sitrus showed in the other thread (specifically here where you can see the staircase pixel effect on the cape and other parts, and also here on the foot) it seemed to me that there could be some roughness on the edges, although perhaps those are results from before neural upscales were used.
With the right combo of pre-processing and neural network employed, the sprite edges come out super smooth.
This is exactly the reason why I hesitated even considering any attempt at upscale except for testing purposes. There are so many clothing item colours and materials, with no easy way to do colour changes after the upscale unless you want to drop back to the original 8-bit palette which doesn't really look good on the enlarged images.King of Worms wrote: ↑Mon Oct 14, 2019 5:06 pm Really, the most important thing here was to get ALL the items in ALL the materials variants (and color variants in case of clothing) out of the game, than increase its resolution to the size where artist can start to work on it.