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Messages - Gil
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1
2D & 3D / Re: Experiment: using AI to turn pixel art into paintings
« on: June 07, 2019, 03:59:29 pm »
have you tried doing several steps of Waifu2x? I've gotten some very interesting results with it. Btw, one big thing to realize: both NN will generate images that, when downscaled using bicubic, result in the exact same image. So that's a large part of the artifacting, making sure it still downscales to the same image.

2
2D & 3D / Re: Experiment: using AI to turn pixel art into paintings
« on: May 24, 2019, 04:54:49 am »
I think it's very useful for upscaling PS1 games. Like you said, probably still a bit expensive to do it on the fly, but you can prebake all the textures and use an emulator that allows texture packs, there's many of those out there for different platforms (PS1 and N64 for sure, not sure if there's SNES ones).

https://www.theverge.com/2019/4/18/18311287/ai-upscaling-algorithms-video-games-mods-modding-esrgan-gigapixel

3
2D & 3D / Re: Experiment: using AI to turn pixel art into paintings
« on: May 20, 2019, 07:38:04 pm »
I don't mind the convolution artifacts that much (I could explain exactly why they appear btw, and you're correct that it's in part because of sharp edges), because it makes for a good story when I show these.

I've been thinking about going back and touching up areas that don't scale up nicely though. I assume that minor touchups could easily remove most of the artifacts.

That also brings me to maybe the most important aspect of this: I think this is another great tool for artists to use, but it's more fun if it's not a magic bullet. My next experiment will be to try and change the input to get better output results and to work with better intermediaries. I think the real fun will be to scale up, make adjustments, scale up, make adjustments, in several steps.

Very thought-provoking in any case to work with these new technologies.

4
2D & 3D / Experiment: using AI to turn pixel art into paintings
« on: May 19, 2019, 07:03:45 am »
I'm using Waifu2x with noise reduction level 3, double resolution, then I'm running it through ESRGAN, and afterwards I do another Waifu2x scale pass, without noise reduction. I'm getting really nice results. If you want to do a similar experiment, you'll have to play around with it. ESRGAN is wonderful, but it's not very good at the initial step it seems.

Waifu2x: https://github.com/nagadomi/waifu2x
ESRGAN: https://github.com/xinntao/ESRGAN


Original:


Paintings:


5
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: June 05, 2016, 07:41:47 pm »
The main issue right now is animation. The stills look pretty good, the animated ones look nothing like pixel art IMO. You can't animate at 60FPS and expect it to look pixel art-ish. Guilty Gear Xrd devs said that's the first thing they threw out, smooth animations, because it ruins the hand-animated aesthetic immediately.

6
Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 11:27:00 am »
For the lava, to make it a bit smoother, the trick is to make several lava animations that all tile together and randomly use them. Even two or three would work probably. I always show these as a proof of concept:


7
Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 08:10:03 am »
Yeah, the parallax does help a fair bit and I agree that simply darkening the background a bit is probably the way to go.

8
Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 07:37:51 am »
Looks great!

Just a small nitpick: you need to work on readability a bit. It's probably a bit too hard to distinguish which platforms can be walked on and what's background. For example, I can't figure out whether the hook assembly is something I can jump on (it has a bright edge) or not (it uses the same palette as the background). The green platforms are better, because they use a distinct palette, but I still feel like the background is so busy, it makes even the green platforms a bit hard to read.

I'm sure these work in a game, but making it clearer reduces eye fatigue and makes the game faster (it's easier to make split decisions, so you can make the gameplay faster in turn).

9
Pixel Art / Re: Need some HELP with this spaceship
« on: April 23, 2016, 12:40:49 pm »
Indeed, I suggest you read through the entire thread actually, tons of cool info in there:

http://pixelation.org/index.php?topic=16790

10
Pixel Art / Re: HELP NEEDED! How do I better myself?!
« on: April 21, 2016, 01:46:18 am »
Huh, I never thought of that. I've just jumped straight into it without a clue what to do. Thanks man.
That's what we're here for :). Glad to be of help.

The craft part of art can be daunting to get your head around, so finding ways to split it up in manageable tasks and practicing those is the only way to get ahead. There's tons of resources for exercises to try, but you can usually figure them out yourself too, by dividing the problem logically. This helps getting your own insights.

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