AI Upscaled Textures
- King of Worms
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Re: AI Upscaled Textures
158 is good! Mobs are Enemies. But since they are just XBR upscale and manual tweaks, they have no value in this case.
I will create a pack for you, which will fit the requirements you looking 4
I will create a pack for you, which will fit the requirements you looking 4
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- MasonFace
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Re: AI Upscaled Textures
Awesome! Thanks!I will create a pack for you, which will fit the requirements you looking 4
- King of Worms
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Re: AI Upscaled Textures
Hi, you will need to go thru the images on your own, but I deleted a lot of unusable stuff from it already. Im sure there is a lot of good material inside for you and your AI brainzz
https://mega.nz/#!Sy4VTK5K!nf8aGst_ki3H ... 7es-LTc7tA
https://mega.nz/#!Sy4VTK5K!nf8aGst_ki3H ... 7es-LTc7tA
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- MrFlibble
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Re: AI Upscaled Textures
For sprites, I remembered that there's an open source retro FPS called Gloomy Dungeons II, the monster sprites are pretty high-res:
The images are true colour though. The entire set of graphics is available here. There are three sets of monsters as well as props, pickups and other stuff.
The images are true colour though. The entire set of graphics is available here. There are three sets of monsters as well as props, pickups and other stuff.
- King of Worms
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Re: AI Upscaled Textures
Interresting post, but those monsters are 128*128 pixels...
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- MrFlibble
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Re: AI Upscaled Textures
They are detailed enough and a set of 64x64 can be made as low-res equivalents to train the model.King of Worms wrote: ↑Tue Jan 01, 2019 11:18 am Interresting post, but those monsters are 128*128 pixels...
There are also HD sprites in the XBox version of Marathon II:
https://www.spriters-resource.com/pc_co ... marathon2/
They're not a 100% match of the original lower resolution sprites though, but again they can be scaled down to make pairs of low- and high-res images.
- MasonFace
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Re: AI Upscaled Textures
Good finds, MrFlibble! The Gloomy Dungeons sprites may be a little too small, but who knows, they might work after all. The Marathon sprites though (especially the HD ones) I think are perfect training data.
- MrFlibble
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Re: AI Upscaled Textures
Hey, I've just remembered another game with fairly large, pre-rendered sprites that were created in a way similar to the Daggerfall pre-rendered characters: In Pursuit of Greed.
Earlier versions of the game actually used smaller scale sprites, but there are only player characters (monsters are very different in the early demos).
On another note, have you tried xBR-softened images with ESRGAN/SFTGAN? I love the results people at ResetEra get with the Manga109 model but they have issues on sprite edges with sharp colour contrasts. There's one image from The Legend of Kyrandia that is a good example of how this stuff works:
https://www.resetera.com/threads/ai-neu ... t-16281404
For comparison, here's a similar screenshot run through waifu2x (RGB scaling):
You can easily notice of you compare these two side by side how the Manga model improved the grass and rock texture, and some of the trees, whereas waifu2x simply scaled the pixels into blobs. Yet at the same time some edges in both images are very rough and pixely, including the tongue of the mountain range at the bottom left, and the rock outcropping in the seat closer to the top right.
However if you use an xBR-softened version of the same image, waifu2x gets smooth edges everywhere:
I wonder if the same kind of improvement could be achieved with the Manga model? Could you please try this softened image and post the results?
Earlier versions of the game actually used smaller scale sprites, but there are only player characters (monsters are very different in the early demos).
On another note, have you tried xBR-softened images with ESRGAN/SFTGAN? I love the results people at ResetEra get with the Manga109 model but they have issues on sprite edges with sharp colour contrasts. There's one image from The Legend of Kyrandia that is a good example of how this stuff works:
https://www.resetera.com/threads/ai-neu ... t-16281404
For comparison, here's a similar screenshot run through waifu2x (RGB scaling):
You can easily notice of you compare these two side by side how the Manga model improved the grass and rock texture, and some of the trees, whereas waifu2x simply scaled the pixels into blobs. Yet at the same time some edges in both images are very rough and pixely, including the tongue of the mountain range at the bottom left, and the rock outcropping in the seat closer to the top right.
However if you use an xBR-softened version of the same image, waifu2x gets smooth edges everywhere:
I wonder if the same kind of improvement could be achieved with the Manga model? Could you please try this softened image and post the results?
- MasonFace
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Re: AI Upscaled Textures
Sorry of the lapse in response; my daughter was born 1/2/2019 and I've been busy changing diapers and loving on her ever since. I could go on for hours talking about her already, but I know I'd end up just saying all the cliche things that I'd always rolled my eyes at when other new parents said it, so I will defer for now.
Anyhow, I ran that xBR softened image through the ESRGAN using the Manga109 model and I think it made a noticeable improvement. I interpolated between the ESRGAN/PSNR/Manga109 and it looked like the sweet spot was 60% Manga109 and 40% ESRGAN.
Anyhow, I ran that xBR softened image through the ESRGAN using the Manga109 model and I think it made a noticeable improvement. I interpolated between the ESRGAN/PSNR/Manga109 and it looked like the sweet spot was 60% Manga109 and 40% ESRGAN.
- VMblast
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