Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4561 Posted 03 December 2020 - 12:14 AM
Here's a tile I worked on yesterday
Tea Monster pointed out the texture on the bricks made them look like wood. I got the idea to replace the bricks with grey before upscaling
Afterwards I tweaked the levels and recoloured the bricks brown again. Here's the downscaled result
#4562 Posted 03 December 2020 - 07:43 AM
Phredreeke, on 01 December 2020 - 07:46 AM, said:
Both CleanPixels and Lollypop do a decent job with the top piece:
Fatality MKII produced a really creepy effect on the face and the rest is not super impressive so I'm not showing that one here.
The Thief Gold model made the whole image look like it's covered with rust -- not surprising if the model was trained for Thief Gold textures?
Also both CleanPixels and Lollypop also work nicely with the lines and edges on the Duke Burger sign:
The way Lollipop interpreted dithering is really weird though.
And Charsprite is the most primitive but also the closest to the original image (in a way):
#4563 Posted 03 December 2020 - 10:08 AM
The inner red D trim is obviously raised above the yellow behind it. The outer D looks sunken in instead out front like the inner one.
The uneven edges seems to be a familiar theme with upscales too.This might be one of those better created from scratch. What do you think?
This post has been edited by Mark: 03 December 2020 - 10:14 AM
#4564 Posted 03 December 2020 - 10:33 AM
Edit: Here's another tile upscaled with DeToon/ThiefGold interpolation. Left is raw upscale, right is with postprocessing.
This post has been edited by Phredreeke: 03 December 2020 - 11:29 AM
#4565 Posted 03 December 2020 - 12:59 PM
Mark, on 03 December 2020 - 10:08 AM, said:
I was specifically talking about the rectangular shapes like the box with the burger counter, not the entire image (see Tea Monster's post above for the manually edited tile).
Phredreeke, on 03 December 2020 - 10:33 AM, said:
detoonthiefgold-0789.png
If the rest of the textures comes out as good with this one it might be the best option ever.
Do you know what this Thief Gold model was trained on? Who's the author?
#4566 Posted 03 December 2020 - 01:12 PM
MrFlibble, on 03 December 2020 - 12:59 PM, said:
If the rest of the textures comes out as good with this one it might be the best option ever.
Do you know what this Thief Gold model was trained on? Who's the author?
This post has been edited by Phredreeke: 03 December 2020 - 01:17 PM
#4567 Posted 04 December 2020 - 01:47 AM
#4568 Posted 04 December 2020 - 03:49 AM
#4569 Posted 04 December 2020 - 06:32 AM
Tea Monster, on 04 December 2020 - 01:47 AM, said:
What tile numbers are some of the worst ones?
#4570 Posted 04 December 2020 - 01:53 PM
Those Thief models are simply amazing Apologies for being sceptical earlier -- the results with textures are miles above what I've tried before.
Here's some raw upscales of random Duke3D wall textures with 4x_ThiefGold_110000, compared against 4x_CleanPixels:
https://imgsli.com/MzE5NDU
https://imgsli.com/MzE5NDY
https://imgsli.com/MzE5NDc
https://imgsli.com/MzE5NDk
https://imgsli.com/MzE5NjI
For these, upscales with ThiefGoldMod looked better to me than ThiefGold:
https://imgsli.com/MzE5NDg
https://imgsli.com/MzE5NTM
https://imgsli.com/MzE5NjE
Many of the ESRGAN models (but not CleanPixels shown above) add some sort of noise to the images to imitate detail, but only these ThiefGold ones make the end result look mostly like a meaningful high-resolution image instead of random rubbish (or in some cases, like a painting but that's not useful for video game upscales).
However, I still believe it's nice to keep some other models in mind. For example, here's the wood crate texture by 4x_Lady0101_314000_G (left) and by 4x_ThiefGoldMod_100000:
I'm thinking that maybe in the above case, Lady does a better job with the texture. And possibly here too:
#4571 Posted 04 December 2020 - 02:09 PM
#4573 Posted 04 December 2020 - 05:04 PM
https://imgsli.com/MzE5NzA
Edit: Also an example showing the artifacting some images causes ThiefGold, and how it's reduced by interpolating with a different model
https://imgsli.com/MzE5NzE
This post has been edited by Phredreeke: 04 December 2020 - 05:12 PM
#4574 Posted 04 December 2020 - 05:29 PM
#4575 Posted 04 December 2020 - 06:46 PM
#4576 Posted 05 December 2020 - 05:36 AM
https://imgsli.com/MzIwNDQ
#4577 Posted 05 December 2020 - 05:57 AM
Phredreeke, on 04 December 2020 - 05:04 PM, said:
https://imgsli.com/MzE5NzA
Edit: Also an example showing the artifacting some images causes ThiefGold, and how it's reduced by interpolating with a different model
https://imgsli.com/MzE5NzE
LOL, what would you get if you hard-upscaled the tiles and ran just the de-dither on them? We would have killed for that tool in and of itself when I was working on newspapers in the 90s. The amount of shit people would send in as camera-ready artwork that were newspaper clippings, or (barf) faxes.
That de-dither tool is amazing.
Mark: I didn't see your post earlier. The Guilty and innocent signs (1210 and 1211) are a prime example. The HRP tiles that are supplied (not my models!) have completely the wrong type of font. On both of them, they mix serif for non-serif fonts. Bleh!
#4578 Posted 05 December 2020 - 06:19 AM
This post has been edited by Phredreeke: 05 December 2020 - 06:20 AM
#4579 Posted 05 December 2020 - 11:22 AM
Phredreeke, on 04 December 2020 - 02:09 PM, said:
I was reluctant to try that out yesterday because my previous tests with the dedither model resulted in some detail loss in the original image (even though the results are generally good). But the Battlelord door result you've shown indeed is an improvement -- I think some lines have been straightened too compared to the raw unprocessed input image.
Phredreeke, on 05 December 2020 - 05:36 AM, said:
https://imgsli.com/MzIwNDQ
Yeah, I noticed that too, with the second texture of the hatch with the blue keypad (which is rotated 90 degrees compared to the other hatch texture) -- it came out way worse than the one I've shown above.
This post has been edited by MrFlibble: 05 December 2020 - 11:28 AM
#4580 Posted 05 December 2020 - 12:05 PM
#4581 Posted 06 December 2020 - 07:43 AM
Slide-over comparisons (new ones first)
https://imgsli.com/MzIxNjI
https://imgsli.com/MzIxNjM
This post has been edited by Phredreeke: 06 December 2020 - 07:44 AM
#4582 Posted 07 December 2020 - 12:08 PM
On a side note, I would appreciate it if the imgur examples were posted as separate images, as I sometimes like to open versions of an image in different browser tabs (or in different image viewer windows if locally) and switch between them, that gives a good comparison (better than side by side IMO). Can't speak for others but someone else might prefer this method too.
#4583 Posted 07 December 2020 - 03:22 PM
I could use a volunteer or two to help me go through them. I need them sorted into categories 1. Use old upscale 2. Use new upscale 3. Use new upscale but needs further edits
#4584 Posted 08 December 2020 - 04:23 AM
Phredreeke, on 07 December 2020 - 03:22 PM, said:
I think it could be a good idea if the prospective artist who will be doing the edits (Tea Monster I guess?) would take a look, so that the images would be evaluated from the standpoint of someone who knows what kind of editing needs to be done and how.
This post has been edited by MrFlibble: 08 December 2020 - 04:23 AM
#4585 Posted 10 December 2020 - 06:54 PM
I tweaked the process a little bit for certain tiles
First two both use ThiefGold (interpolated with Detoon) but slightly different preprocessing. Last one used Manga model.
I feel the second here looks better because it's slightly less regular than the first.
This post has been edited by Phredreeke: 10 December 2020 - 06:57 PM
#4586 Posted 11 December 2020 - 08:44 AM
Phredreeke, on 10 December 2020 - 06:54 PM, said:
It looks like this slightly different preprocessing makes the model accentuate completely different parts of the image while pushing others into the background so to speak. I wouldn't say that I prefer one over the other here, perhaps the choice should be made based on what it looks in-game.
#4587 Posted 13 December 2020 - 08:50 AM
https://imgsli.com/MzMzNzA
https://imgsli.com/MzMzNzE
https://imgsli.com/MzMzNzI
(the reason is obvious once I think about it, as prior each 2x2 would correspond to 1 pixels in the original tile, while with the shift 75% of such blocks would now straddle at least two pixels from the original)
#4588 Posted 14 December 2020 - 10:05 AM
Phredreeke, on 13 December 2020 - 08:50 AM, said:
This is related to something I noticed a while ago: it seems that different image editing software handles downscaling differently in this odd 1-pixel-shift manner. Specifically, out of what I'm using, GIMP and mtPaint produce similar results, but Image Analyzer and IrfanView do the shift (or maybe vice versa). However, I've not observed a difference that would be quite like yours, perhaps it's specific to Paint Shop Pro (which I assume you're using, right?).
Anyway, out of all methods that I tried (barring straight nearest-neighbour downscale) what I liked most is (in GIMP) to first apply the pixelise filter at 2 pixel radius and then downscale with nearest neighbour.
#4589 Posted 14 December 2020 - 10:56 AM
I uploaded a new gallery this time where it's just downscaling with and without shift, as well as the raw upscale for reference
https://imgsli.com/MzM1Mjg
Here's one I did today, I used the latest Spongebob model interpolated with XBRDD (at 80:20 ratio) for the middle part and downscaled with said shift. The edges used a mix of the lollypop model and manga (the latter where I flipped the image and merged using one of my blending scripts, making it more symmetrical)
https://imgsli.com/MzM1MjM
Edit: Another one I just did, using similar methods
This post has been edited by Phredreeke: 14 December 2020 - 11:53 AM
#4590 Posted 14 December 2020 - 12:49 PM
This post has been edited by Mark: 14 December 2020 - 12:50 PM