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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is online   Phredreeke 

#4621

Tile 150 before and after touching up the keypanel

Attached Image: tile0150-compare.png
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User is offline   Tea Monster 

  • Polymancer

#4622

Modern problems require modern solutions.

Still WIP, but looks promising.

https://i.imgur.com/js2Gan2.jpg
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#4623

It's all looking cool so far B)

Does anything think we'll be seeing Version 1 or download of this new pack anytime soon? (I forgot what it was called)

Gods know we need something to look forward to this year

Whatever the case, keep up the good work everybody
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User is online   Phredreeke 

#4624

Sharing a couple of upscales

Spoiler

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User is offline   MrFlibble 

#4625

View PostTea Monster, on 14 January 2021 - 04:09 PM, said:

Modern problems require modern solutions.

Still WIP, but looks promising.

Awesome work on the pistol model, but I can't but point out the stark contrast between the crisp detail on it and the blurry upscale of the trooper himself. I think it would not become much more noticeable if you put that pistol on the original, low-res sprite.

I guess the idea is to sharpen the base sprite and blur the pistol to get them to some kind of common denominator, but at this point I think it becomes obvious that sprites made from high-resolution models would look better than upscales, no matter how much effort is put into refining them.

I know it's a lot to ask, but what do you think of making a full model that would be faithful to the low-res original and then using it to produce high-res sprites? Possibly leaving ESRGAN upscales for textures only? Or at least leaving the upscaled sprites to be gradually replaced?
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User is offline   Tea Monster 

  • Polymancer

#4626

Cheers. It's still WIP, so we are playing with lighting and how much blur to apply to get it looking right. Not at all finished yet. Lots of farting about to be done.

The modelling idea is great and probably the best way to get ultra-sharp sprites that look like the originals.

I've just finished making a ton of models for the HHR mod and they weren't well received. I don't really feel like spending another two years or so making all the enemies (yet again). I might finish my Cycloid model one of these days. He's done to look like Chuck Jones' model.

This post has been edited by Tea Monster: 18 January 2021 - 08:35 AM

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User is online   Phredreeke 

#4627

Keep in mind the sprite in Tea Monster's screenshot is of the upscale before it is downscaled to the final size. This is how it looks after downscaling/sharpening/palettisation (without the new gun)

Attached Image: tile1690.png

(I need to undo the eyes for the "ERP" version)

Also, I really don't want to burn out Tea Monster.
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User is online   Phredreeke 

#4628

An attempt I made at tiles 0505-0509

Attached Image: tile0505-0509-compare.png

anyone know where this one is used in game?
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User is offline   Jimmy 

  • 1776 World Wide

#4629

It's the animation for glass maskwalls breaking.
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User is offline   MrFlibble 

#4630

View PostPhredreeke, on 18 January 2021 - 08:52 AM, said:

Keep in mind the sprite in Tea Monster's screenshot is of the upscale before it is downscaled to the final size. This is how it looks after downscaling/sharpening/palettisation (without the new gun)

Unfortunately downscaling/palettising does not entirely solve all the issues with AI upscales that we have.

Don't get me wrong, your result is very good. But with what ESRGAN can do at this moment, whatever resolution the upscale ends up at is still low on details compared to a hypothetical image that was created at the target resolution from the start (e.g. from a hi-res model). I think this might partially account for the slightly "blurry" look of the resulting sprites.

ESRGAN sharpens/brings out the details that are present in the source image, but can't add more than that. That was my point. The trick here is that when the source has enough detail the upscale might look "bland" but since the image is complete (e.g. you see the complete shapes of the Trooper's head, torso, limbs etc.), it is not as noticeable. But with the pistol, it was reduced to a handful of pixels in the original sprite so ESRGAN has trouble bringing up a coherent shape, hence it becomes apparent that the upscale is imperfect. But this imperfection is implicitly present in the entire image, not just where it stands out. But that's how I understand the entire problem, currently.
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User is online   Phredreeke 

#4631

View PostJimmy, on 20 January 2021 - 11:28 PM, said:

It's the animation for glass maskwalls breaking.


I'm a fucking idiot. that's the tile preceding those... I thought for some reason it was some kind of screen static

Edit: Did another attempt at it
Attached Image: tile0505-0509-compare2.png

Edit 2: Recorded it in game. This is slowed down to 20% speed
Attached Image: glass.gif

This post has been edited by Phredreeke: Yesterday, 05:33 AM

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User is offline   Jimmy 

  • 1776 World Wide

#4632

It's okay. It's something you only see for a split second at any time. Most people probably don't even know there's an animation there.
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