Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4471 Posted 08 October 2020 - 01:48 PM
Who made the model though?
#4472 Posted 09 October 2020 - 04:19 AM
Phredreeke, on 08 October 2020 - 11:47 AM, said:
They use Lollypop interpolated with LyonHrt's XBRDD model (at 0.4)
I actually had a similar idea! However this looks pretty much like real xBRZ as opposed to making the images more pixel-arty. If I were to aim for this look I'd simply use one of LyonHrt's Rebout models or maybe even charsprite.
Mark, on 08 October 2020 - 01:29 PM, said:
Unfortunately I found no model so far that would do a better job with the telepad ring (and similar patterns in other textures) than this.
Phredreeke, on 08 October 2020 - 01:48 PM, said:
Who made the model though?
I found it in one of the folders with models by DinJerr, so I would tentatively assume it's by the same user, but it's worth mentioning that the folder is called MIrror (sic) which may theoretically suggest otherwise.
The same folder also contains a model called Fatality MKII (I sense a pun here) which might be worth checking out as well. It makes the results sharper compared to CleanPixels and adds some noise/invented detail to the image, but the result may look grainy (examples downscaled and palettised the same way as in my previous post):
https://imgsli.com/MjQ5NDE
https://imgsli.com/MjQ5NDM
https://imgsli.com/MjQ5NDQ
Additionally if you go up from the MachineLearning folder here, there's a model called 4x_Lady0101_314000_G.pth (which is different from the Lady models I found earlier -- I thought they were mentioned at the Upscale Wiki but apparently not) that tries to make output look like a painting with simulated brush strokes. It's softer than Fatality MKII and produces a distinct look on the textures, but after downscaling and palettising this leaves patterns that might not be desirable. For comparison's sake I'm posting the same three textures as in the slides above processed with this model:
#4473 Posted 09 October 2020 - 04:33 AM
#4474 Posted 09 October 2020 - 05:09 AM
#4475 Posted 11 October 2020 - 02:50 AM
Edit: Thinking about it, these ones probably don't matter for the "ERP" anyway as they will be replaced with voxels.
This post has been edited by Phredreeke: 11 October 2020 - 05:16 AM
#4476 Posted 11 October 2020 - 09:40 AM
#4477 Posted 11 October 2020 - 10:12 AM
https://forums.duke4...618#entry124618
This post has been edited by Mark: 11 October 2020 - 10:13 AM
#4479 Posted 11 October 2020 - 12:20 PM
#4480 Posted 11 October 2020 - 12:57 PM
Edit: Using the image Mark linked to I improved tile 4889
Also 4385
This post has been edited by Phredreeke: 11 October 2020 - 02:13 PM
#4481 Posted 11 October 2020 - 02:21 PM
Phredreeke, on 11 October 2020 - 09:40 AM, said:
Some nerd out there may be able to tell you exactly what that was a photo of. If you could get someone like LGR to tweet about it, I bet you'd come up with an answer. Maybe even someone could replicate the texture, I believe someone did that for some of the Doom textures before.
#4482 Posted 11 October 2020 - 05:50 PM
Also, a further tweak of the Allen Blum poster, after I realised I could use the spacesuit sprite as an additional source
#4483 Posted 12 October 2020 - 06:48 AM
Assuming higher-quality source pictures were found for other textures and/or sprites, would those be given priority over upscales? (I'd vote for the affirmative answer.) Perhaps some have been found earlier during the previous phases of HRP development?
#4484 Posted 12 October 2020 - 07:09 AM
MrFlibble, on 12 October 2020 - 06:48 AM, said:
Assuming higher-quality source pictures were found for other textures and/or sprites, would those be given priority over upscales? (I'd vote for the affirmative answer.) Perhaps some have been found earlier during the previous phases of HRP development?
I know there was the magazine scan of the skyline used in the game and that some of the alien textures are derived from HR Giger art. It probably wouldn't be too hard to follow the steps that 3DR took to create the original textures in true color with higher resolution.
#4485 Posted 12 October 2020 - 07:29 AM
There are a lot of wall textures that have been done for the HRP. Many are done to a high standard of finish and closely resemble the original tiles. In cases where it isn't possible to achieve an acceptable AI result, it may be possible to use one of the HRP tiles.
With proper art direction, making a faithful high-res set of replacements should be possible.
#4487 Posted 12 October 2020 - 11:17 AM
Tea Monster, on 12 October 2020 - 07:29 AM, said:
There are a lot of wall textures that have been done for the HRP. Many are done to a high standard of finish and closely resemble the original tiles. In cases where it isn't possible to achieve an acceptable AI result, it may be possible to use one of the HRP tiles.
With proper art direction, making a faithful high-res set of replacements should be possible.
Granted, but the biggest concern I would have with taking from the HRP and mixing with AI up scaling and manually modified textures is an inconsistency. I think it would be better to do everything new and only implement those HRP assets that truly fit the feel that the AI upscales evoke. That was the big downfall of the HRP as a whole was that things were just all over the place. Some things felt very cartoony, others felt current gen with high fidelity, others felt like photo-sourced photoshop. It made it a little uncomfortable to play after awhile. Honestly, have a clean break with those assets and letting this new Upscale Resource Pack with the Voxels as a sister project and the really nice updated skyboxes that you did all working in tandem would create, probably, the best Duke Nukem 3D experience we've ever seen.
#4488 Posted 12 October 2020 - 11:39 AM
Depending on the texture, it may be possible to downscale and palettise the HRP texture and still have it fit. Also I'm not sure if I mentioned but for indexed hightiles to work their size have to be a multiple of that of the original texture.
This post has been edited by Phredreeke: 12 October 2020 - 11:40 AM
#4489 Posted 12 October 2020 - 12:18 PM
#4490 Posted 12 October 2020 - 12:41 PM
Edit: Randy's mugshot done
This post has been edited by Phredreeke: 12 October 2020 - 03:29 PM
#4491 Posted 13 October 2020 - 04:49 AM
This post has been edited by Mark: 13 October 2020 - 04:50 AM
#4492 Posted 13 October 2020 - 05:50 AM
I might do the Faces of Death textures too but that's lower priority as the level isn't found in normal play (also if I do I want to restore the 1.3D faces...)
#4493 Posted 14 October 2020 - 08:49 AM
Also thought I'd share a tool I found very useful for repositioning faces in vintage 3DR photos to get an angle closer to that of the tile I'm working with https://cvl-demos.cs...k/vrn/index.php
#4494 Posted 14 October 2020 - 09:03 AM
Phredreeke, on 14 October 2020 - 08:49 AM, said:
Some seem to appear as if the face was taken from a different picture and pasted onto the upscale, is that so?
OpenMaw, on 12 October 2020 - 11:17 AM, said:
I would not entirely agree. The original textures too come from different sources -- some are photographs that were downscaled, some are based on photographs but edited manually, some hand-drawn from scratch. AI upscales are not a magic solution, and they too may (and often do) produce inconsistent results. As in, you get one picture right and the other is a complete mess.
I believe that the ultimate equaliser here is the target resolution and the 8-bit palette. Manual touch-ups are inevitable and should not be discarded, because so far we do not have a perfect AI upscaler that will impeccably redraw pixel art in double or quadruple the original resolution. As long as we clearly define what kind of high-res version of the textures should be the acceptable standard, and the results -- no matter how they were achieved, AI or manually -- do not deviate from this standard, consider the task accomplished I say.
#4495 Posted 14 October 2020 - 09:10 AM
MrFlibble, on 14 October 2020 - 09:03 AM, said:
Yes. In fact all are, just that as I progressed I got better and better at aligning the results. I linked the tool I used to reposition photos for it.
#4496 Posted 15 October 2020 - 08:43 AM
I also believe it would not hurt to manually edit the text part of each poster -- not just the red WANTED sign, I know you took care of it already -- but the rest of the illegible text too. Keep it illegible but make it high res? I think it should be doable.
#4497 Posted 15 October 2020 - 01:22 PM
As for editing the rest of the poster, it's a great idea, but I think others would do a better job than me at it
#4498 Posted 15 October 2020 - 01:24 PM
MrFlibble, on 14 October 2020 - 09:03 AM, said:
That's what I said.
The difference between the HRP and the original game is that everything in the original game feels cohesive. There's a difference between differing sources and hodge podge.
#4500 Posted 17 October 2020 - 03:55 AM
Phredreeke, on 15 October 2020 - 01:22 PM, said:
Well it seemed to me that since the original photographs are unavailable and ESRGAN does not do a good job with this kind of images, one could just as well remake the entire posters with different pictures of the same people, because what's left of the original low-res images is not really that meaningful (the overall silhouette and hair).
I mean, the comparison between the low-res versions and the edited upscales with pasted-on faces that you posted previously highlights the difference pretty well. Many simply don't look like the same face but at higher resolution. Even with the little detail that the originals have, you can still see that the eyes are looking in a different direction or the mouth/facial expression is different etc.
So essentially this gets into a stone soup kind of situation where the AI upscale does not actually make that much of an important contribution to the final result, and since the edited upscales are not entirely authentic anyway, perhaps it could would be more consistent to just remake these posters with complete but different dev pics? I believe there are precedents to this kind of practice and that it will not be detrimental to the quality of the HRP.
Of course you could further edit these upscales and maybe achieve even greater consistency with the low-res originals in the way each face looks, like the direction of the gaze and the facial expression. And maybe if the end result looks good it will not matter whether they were entirely made from high-res photos or composed from an upscale, different pictures plus some manual editing.
That said, you did a good job with these last three posters shown above, definitely an improvement!
With the presidential portraits, an excellent job here. I understand there was little trouble in finding high quality versions of those but still a good application of your skill to get the faces on the upscaled images. Perhaps Lincoln's necktie could use some sharper detail but other than that, impeccable results.
OpenMaw, on 15 October 2020 - 01:24 PM, said:
If HRP assets are edited in a consistent way, it will remain cohesive. But you won't achieve that by simply throwing everything into ESRGAN and palettising output.
And I would not agree that if the majority of art has to be AI upscaled, but some assets can be produced from the same high resolution source images as the low-res original textures, this will turn HRP into "hodge podge". A few pages back Phredreeke posted some edited textures (hidden under the spolier tag) where he used higher resolution images like the title screen/box cover art or the in-game sprite to make higher fidelity images including the Lunar Apocalypse movie poster. I don't believe you object to these?