My idea is to use Stable Diffusion to upscale A3 textures into 4096x, and use Materializer to create new normal maps and Specular maps.
There is some problems in this first batch (one specular map has broken another texture somehow, and there is visible seams on some textures).
But overhall, i think this looks promissing.
#4K texture pack (W.I.P)
1 messages · Page 1 of 1 (latest)
Stalker 2? 👏
Amazing stuff i wonder how its gonna run, and i wonder will you do support for some other popular mods like cup or jbad, cuz rhsterracore already have great textures
So far I haven't experienced a drop in FPS (probably because i havent done much textures yet).
CUP and Jbad definitely would benefit a lot from new textures, but if i decide to do them, that's going to be for the future.
Ye for sure
But, if someone would be interested into making new textures on their own, i can share the detailed workflow of how i'm doing it.
It's not really hard, altrought demands some time.
quick comparison between the upscaled and original.
What do you guys think?
Awesome man
🤔
Damn son
so, today i spent some time on upscaling the satmap from stratis and altis.
while stratis has gotten some small improvements, it's barely noticeable.
while for Altis...
i guess i will need to train my own upscaler.
Hope to see this come on the workshop someday! - you could also use RTX Remixs Tools for upscaling stuff.
If possible, I would like to know the workflow of it, as I thought about doing this too
i still have the files, just didn't worked on it for some time (i guess i got lazy).
I actually got so far to actually upscale all the textures of one of the folders, but the result's weren't good on some of them (and the process is time consuming)
Since recently a new, more optimized WebUI for Stable Diffusion released, as well as a new upscaler, i guess i will restart the work on it.
hello there.
i haven't really touched this project for quite some time, and i don't think i will work on it anytime soon.
But, if someone would like to try putting the files i already upscaled into the game, i uploaded them on media fire, they are already converted to .paa, so it's really the configs to make the replacement work.
I upscaled all the diffuse and normal textures of the structures_f_data folder (the quality may very between textures though).
I also upscaled the satmap of stratis and altis.
https://www.mediafire.com/file/1o9sk3h2z68tc0a/stratis+satmap+upscale.zip/file
https://www.mediafire.com/file/uljtuqebr6cbp9s/altis+satmap+upscaled.zip/file
https://www.mediafire.com/file/u9agqr1liole4tj/structures_f_data+upscaled+textures.zip/file
I wish I knew how
i found out how to properly overwrite the textures.
but right now i'm working on other projets, but i have plans to come back on this in the near future.
Would love to know the workflow. I have substance designer and painter. I feel like I could do some really nice custom work if I could get it to implement right
There's basically two workflows:
The simple upscaler one, you just use a commom upscaler model to upscale the texture. It's the fastest one, but it won't actually add new details to the texture (it works fine with textures that are already very detailed though).
And the slow way would to be creative upscaling.
You would need to put a custom prompt for each texture on the AI WebUI of your choice, and use a ControlNet Tile to keep the overhaul shape of the texture, while the AI would go on upscaling and adding new details to the texture (that's how i was doing it, and to be fair, i think i got more bad results with this than with the simple one, because there is a lack of good AI models focused on textures).
Since then, there is some new upscaler methods, but i'm not too familiar with them, a free one is SUPIR, while there is a paid one called Magnific AI.
No idea how well those would work with enhancing textures.
For creating normals, displacement maps, and specular ones, well, there isn't a easy way really.
I was using Materialize to do everything manually.
When i get back on this project, i'm planning to use the following WebUi, called ChaiNNer, since it focuses on upscaling (and has really good batch options, it's even possible to put each texture on the right channel RGBA channel on the fly)
https://chainner.app/
For upscaler models, i'm having a look on this package currently: https://github.com/Kim2091/PBRify_Remix
It has a 4x upscaler for textures, and a 1x upscaler to automatically create normal, height, and roughness maps. (from my small tests, the only thing bad on it, is the height, because it's actual height, not a displacement map).
Other two upscalers i already used, and got some nice results are: https://openmodeldb.info/models/4x-RealisticRescaler, https://openmodeldb.info/models/4x-TextureDAT2-otf
im looking more into creating new textures from scratch. really i need to know what file types / file locations / image types (png / jpeg ect. ) and how to implement them into the game once they have been made. .... big part for me would be how to get access to the models so i can actually create normal / bump / opacity / ect from scratch based on the models geometry .
i'm not sure if i understood.
But the way to create textures using AI, would be to download a WebUI (i recommend Automatic 1111), and using a model (SDXL base work's fine for this).
Them just prompting something like:
"grass texture", "stone and gravel texture".
This should give you a diffuse texture. (on the settings of the WebUI, there is a option to generate tiling images).
All you need after this is to convert your textures from PNG to PAA to use them in-game.
as far as creating the textures i have industry standard software that is used to make modern games. so i can make them without ai or gimp / photoshop type programs. but to do that i need access to the models and the file locations for existing textures. and the 1 other program to convert the png/ jpec images i make into .paa format that arma uses.
We can't have access to the arma 3 3d models as they are binarized.
For the texture locations: for most structures like houses, they are located on:
Arma 3\Addons\structures_f_data.pbo
for converting single textures from .paa to png, or png to .paa, you can use TexVie2 on Arma 3 Tools on steam.
For batch conversion, i use this: https://github.com/Valaked/mass_paa_converter
for example. this is a concrete texture i made from scratch using substance designer and the node based system it uses to create textures. base color / normals / metallic / roughness / opacity / ambient occlusion / height.
I know it's possible to create a P drive that will have all the files already out of PBO and converted to png, etc, but i don't know how to do this.
you probably can get way more help on #arma3_texture
ill give it a shot. thanks.