AI Upscaled Textures

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phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

it's alright, it was just an experiment. speaking of which

https://www.dropbox.com/s/qcx9522jm11tr ... c.mp4?dl=0

attempted to mix in a second upscale in the process.

Edit: anim0007 processed with the same method https://www.dropbox.com/s/0fpph4vup319n ... c.mp4?dl=0

Image

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MrFlibble
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Re: AI Upscaled Textures

Post by MrFlibble »

I've been playing around with the new models and came up with an interesting (I think) method that seems to work rather well with upscaling textures.

Basically the idea is to use one model to make a 4x upscale, and then shrink the result to 1.5x the original size and scale that image up again with another model. The result may then be downsized to 4x the original size if necessary. I refer to this as the two-step method. No pre-processing is needed for the original image as the new models do quite fine without it (unlike the earlier ones).

Here's a result where first step was DeviantPixelHD and the second Faces (from Model Database):
Image
Rather sharp but noisy.

However what I liked more are LyonHrt's fighter models that Phredreeke pointed me to.

1st step DigiPaint/charsprite interpolation 0.2, 2nd step fighteralt2:
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1st step DigiPaint/charsprite interpolation 0.2, 2nd step fighterx4 (slightly sharper):
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It also works pretty well with character sprites:
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A few more texture examples (also DigiPaint/charsprite with fighterx4):
Image Image Image
Personally I'm not 100% convinced that this is an all-out excellent method but in some ways it's rather superior to what we could do previously with ESRGAN.

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

Nice :) Are those textures still tile-able? Meaning they are seamless, so they work in game without any artifacts...

I realized the nature flats might get the upgrade, these:

503
502
501
500

are only xBRZ upscalled but with quite a lot of manual input, yet, some of them could get a facelift using AI.. just a thing to test out if you are in some experiments :)

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MrFlibble
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Re: AI Upscaled Textures

Post by MrFlibble »

King of Worms wrote: Mon Nov 11, 2019 5:00 pm Are those textures still tile-able? Meaning they are seamless, so they work in game without any artifacts...
That's a good thing to mention, I haven't tried that out yet (probably not). Theoretically, this should be more or less accomplished by making the texture "wrap" around the edges and keep that little border when upscaling, then crop the image to original dimensions.
King of Worms wrote: Mon Nov 11, 2019 5:00 pm I realized the nature flats might get the upgrade, these:

503
502
501
500

are only xBRZ upscalled but with quite a lot of manual input, yet, some of them could get a facelift using AI.. just a thing to test out if you are in some experiments :)
I did a quick small test, it doesn't look very impressive to me so far:

DigiPaint/charsprite, then Faces:
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DigiPaint/charsprite, then fighterx4:
Image
On a different note, I tried the Fatality DeBlur model on the Mages Guild texture fighterx4 result:
Image

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

I think the DigiPaint/charsprite with fighterx4 method looks very interesting. I'll have to give these new models a try sometime! :)

As far as tiling, what MrFlibble described is how I made the upscaled textures in PVE seamless. It worked great for all the textures except for terrain textures. I haven't looked at it in a long while, but I remember the terrain textures not lining up right. It may not have had anything to do with the tiling method, in fact it so long ago I don't even really remember the particulars. I should probably revisit this because thinking back, I may have just tested in a city area with bad UVs or something... I dunno.

And with regards to nature flats (trees and such), I've given up altogether on trying to use AI to upscale them and have been instead trying to retool my SpriteWrite/Spriter asset to bake sprites from VMBlast's models to use in PVE, but progress has been slow. MrFlibble's results look a bit better than any AI upscale I was ever able to achieve.

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BadLuckBurt
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Re: AI Upscaled Textures

Post by BadLuckBurt »

MasonFace wrote: Mon Nov 11, 2019 9:30 pm
As far as tiling, what MrFlibble described is how I made the upscaled textures in PVE seamless. It worked great for all the textures except for terrain textures. I haven't looked at it in a long while, but I remember the terrain textures not lining up right. It may not have had anything to do with the tiling method, in fact it so long ago I don't even really remember the particulars. I should probably revisit this because thinking back, I may have just tested in a city area with bad UVs or something... I dunno.
If you still have the upscaled terrain textures, I wouldn't mind checking them out to see if they tile correctly. I can load them into Tiled, a tile map editor and check them against original daggerfall terrains
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

Ah yeah, I remember reading about your Tiled experiment. Very interesting read!

I've set a reminder on my phone to check tonight and send them on to you if I find them.

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

@MrFlibble:
Upon taking another look at your DigiPaint/charsprite with fighterx4 upscales technique on the textures, the lack of noise and the fair amount of contrast makes them look like they might make excellent sources to generate normal and height maps from. Could you try a few more textures using this method and post them here? I'd like to do some experiments...

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BadLuckBurt
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Re: AI Upscaled Textures

Post by BadLuckBurt »

MasonFace wrote: Tue Nov 12, 2019 2:57 pm Ah yeah, I remember reading about your Tiled experiment. Very interesting read!

I've set a reminder on my phone to check tonight and send them on to you if I find them.
Thanks, I appreciate it. I hope you can find them :)
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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MrFlibble
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Re: AI Upscaled Textures

Post by MrFlibble »

I tried some other methods for nature props upscales.

Two-step method, 1st step rebout_interp, 2nd step Faces:
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And this is a new model I just got off the database called Face-Ality (no pre-processing and no interpolations):
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Face-Ality is a bit too noisy to my liking but the outlines it produces are arguably better with other models because it breaks the pixel patterns of the original image without blurring.
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I'm coming to realise that there's a problem with the two-step method, namely the resulting image will be in most respects similar to the one produced by the 1st step, with some refinement coming from step 2. For example, here's a side-by-side comparison of the nature props above with the original rebout_interp result and the second step with Faces:
https://imgsli.com/ODEzMA
MasonFace wrote: Tue Nov 12, 2019 3:08 pm @MrFlibble:
Upon taking another look at your DigiPaint/charsprite with fighterx4 upscales technique on the textures, the lack of noise and the fair amount of contrast makes them look like they might make excellent sources to generate normal and height maps from. Could you try a few more textures using this method and post them here?
Which would you like more? plain walls, windows, something else? Here's two more I already have:
Image Image Image
The central is fighteralt2, the flanking two are fighterx4.

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