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View Full Version : Increase texture size with GIMP 2.6


luc500
09-16-2009, 08:56 AM
I'm currently working on making my install of kotor look better, starting with upping the resolution on alot of textures. But i as i upped a texture in resolution it becomes all blurry (from the image increase i guess). How do i get a sharp, better looking texture using GIMP 2.6?

jonathan7
09-16-2009, 09:15 AM
I'm currently working on making my install of kotor look better, starting with upping the resolution on alot of textures. But i as i upped a texture in resolution it becomes all blurry (from the image increase i guess). How do i get a sharp, better looking texture using GIMP 2.6?

Double or quadruple the size of the texture eg 512 pixels - -> 1024 or for even better definition go 2048...

To do this click on image, and there should be a canvas size option on the dropdown.

luc500
09-16-2009, 09:30 AM
But when i do that it show up exactly the same ingame. (from the image size increase) how do i sharpen the texture so that it will show more detail?

jonathan7
09-16-2009, 10:05 AM
But when i do that it show up exactly the same ingame. (from the image size increase) how do i sharpen the texture so that it will show more detail?

You have to edit them with your own custom textures, there isn't any way of making the default textures higher-res in game, in fact every time you shrink or grow a picture it will loose resolution.

Canderis
09-16-2009, 10:25 AM
If you have photoshop cs2 or 3 you can. I use gimp mostly, but for upping textures I use photoshop. There is a plugin you can download called alienskin blowup 2. It increases the size of the picture and the res.

jonathan7
09-16-2009, 10:33 AM
If you have photoshop cs2 or 3 you can. I use gimp mostly, but for upping textures I use photoshop. There is a plugin you can download called alienskin blowup 2. It increases the size of the picture and the res.

Trust the IT technition who teaches among other things Photoshop, no matter how fancy and intelligent a programme you do loose fidelity by changing picture size. I would be skeptical as to how succesful a blow up of kotOR texture would be - though, I'm open to seeing posted comparison results to remove my skepticity :xp:

luc500
09-16-2009, 10:35 AM
If you have photoshop cs2 or 3 you can. I use gimp mostly, but for upping textures I use photoshop. There is a plugin you can download called alienskin blowup 2. It increases the size of the picture and the res.

blowup 2 is not free do you know any FREE program that increases res and image quitality? I'm now downloading photoshop to see if it suits my tastes.

I'm open to seeing posted comparison results to remove my skepticity :xp:

well if they is any change in image quitality i will post it here.

jonathan7
09-16-2009, 10:42 AM
blowup 2 is not free do you know any FREE program that increases res and image quitality?

To be fair you never explicitly stated until now that it had to be free, and I doubt you will get a Blow-up programme of any great quality for free.

I'm now downloading photoshop to see if it suits my tastes.

Speaking as someone who uses both, Photoshop is infinitely superior. You definitely get what you pay for. GIMP is a good free programme, and a great alternative if you don't have the money for PS.

luc500
09-16-2009, 10:49 AM
Negative, no results. well then i better keep it at editing existing textures:thmbup1:

Canderis
09-16-2009, 11:10 AM
You can use the "Sharpen" filter in gimp, might not do much but it does add a fair amount of detail.

FYI Blowup has a trial version.

Darth InSidious
09-16-2009, 11:37 AM
There is no magical shortcut to higher-res textures. Like most things in modding, if you want the results you're going to have to expend time and effort.

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Mono_Giganto
09-16-2009, 12:11 PM
Speaking as someone who uses both, Photoshop is infinitely superior. You definitely get what you pay for. GIMP is a good free programme, and a great alternative if you don't have the money for PS.

Well apparently you can get Photoshop Cs2 (http://www.toggle.com/lv/group/view/kl34537/Adobe_Photoshop_CS2.htm) for free now.

There is no easy, reliable way to increase the size of a bitmap image without having to redraw it.

You're not seeing any difference ingame because all you did was essentially increase the size of each individual pixel in the image, which are all then shrunk down to fit the model anyway.

disbeliever
09-16-2009, 12:32 PM
In graphics the rule is you can always go down but not back up. You cannot take a small quality image file and make it high res, there is no data to work with.

TriggerGod
09-16-2009, 05:01 PM
Trust the IT technition who teaches among other things Photoshop, no matter how fancy and intelligent a programme you do loose fidelity by changing picture size. I would be skeptical as to how succesful a blow up of kotOR texture would be - though, I'm open to seeing posted comparison results to remove my skepticity :xp:

I've used the Blow Up skin to make the Luxa texture in TSL up to 2048x2048. After that, I added some contrast to the skin. My original skin, which I used Photoshop's resizing feature for, looked exactly the same. But when I used the plugin, there was a some more detail in the head texture, but it was much clearer in the body texture than with photoshop's resizing.

But if you just blow it up and leave it as is, than it won't look as good as it did before, even if it looked like crap before. Like DI said, there is no magical shortcut to modding, you'll have to put work into it. It took me a while to get the results I somewhat wanted for Luxa, and even now, I'm still kind of working on it. To get it the way I want, it'll involve even more texture editing, and some UV Map editing.

jonathan7
09-16-2009, 05:05 PM
I've used the Blow Up skin to make the Luxa texture in TSL up to 2048x2048. After that, I added some contrast to the skin. My original skin, which I used Photoshop's resizing feature for, looked exactly the same. But when I used the plugin, there was a some more detail in the head texture, but it was much clearer in the body texture than with photoshop's resizing.

But if you just blow it up and leave it as is, than it won't look as good as it did before, even if it looked like crap before. Like DI said, there is no magical shortcut to modding, you'll have to put work into it. It took me a while to get the results I somewhat wanted for Luxa, and even now, I'm still kind of working on it. To get it the way I want, it'll involve even more texture editing, and some UV Map editing.

Just to clarify I was suggesting blowing up the textures, then significantly editing them to increase the definition. In no way was I expecting blowing it upto do anything (indeed that would actually slightly lesson the definition as pixels would be blended in the blow up). As I said before I would have to see before and after shots of any plug-ins, improving a texture to a noticable ammount in game.

Tonttu
09-17-2009, 02:20 PM
You will always lose detail when resizing, the only exception are vector images.
Resizing also produces artifacts: ringing, halos, blurring, etc
Edge-directed interpolation probably works better for game textures than the usual bicubic or lanczos resize
Probably the best free edge-directed interpolator available is nnedi2
It's intra-field only deinterlacer for video but it can be used for images.
It uses neural networks to do it's interpolation and is very good for enlarging images by powers of 2

you could also try G'MIC (http://gmic.sourceforge.net/) plugin for GIMP, which has filter using scale2x (http://scale2x.sourceforge.net/) algorithm, to see if it produces good enough result

another option would be tracing the texture to vector image and then scale it but this takes time as you have to draw the texture again to get the best result
or you can trace only the edges and the most detailed areas to vector image, scale the vector and then overlay it on a scaled texture (still it takes a lot of time)
The eye loves sharp edges so this method fools the eye and tells that there's more detail than there actually is
another way to fool the eye is to add grain on the scaled image


Here's some upscaling results (alpha channel was lost in the process, but it can be taken from source image)
Tested resizers: point, bicubic, lanczos4, spline144, gauss, nnedi2
nnedi2 was tested with lanczos3 for center shift correction - nnedi2_rpow2(2, qual=3, cshift="lanczosresize")

Beware that the filesize is huge (the only way to do proper comparison is to use lossless images)
I reduced the filesize with "pngcrush -brute" and "optipng -o7" but most of them are still over 1MB

Source image (http://www.turboimagehost.com/p/2135186/source.png.html) (converted from tga to png to reduce filesize)

Results:
Point (http://www.turboimagehost.com/p/2135185/point.png.html)
Bicubic Mitchell-Netravali spline (b=1/3 c=1/3) (http://www.turboimagehost.com/p/2135178/bicubic_1.png.html)
Bicubic precise (b=0 c=0.75) (http://www.turboimagehost.com/p/2135179/bicubic_2.png.html)
Lanczos4 (http://www.turboimagehost.com/p/2135181/lanczos4.png.html)
Spline144 (http://www.turboimagehost.com/p/2135187/spline144.png.html)
Gauss (p=80) (http://www.turboimagehost.com/p/2135180/gauss.png.html)
nnedi2 (http://www.turboimagehost.com/p/2135176/nnedi2_1.png.html)

Post processing with nnedi2 (lsfmod: default settings, grainfactory3: gstr1=15, gstr2=22, gstr3=36)
nnedi2+lsfmod (http://www.turboimagehost.com/p/2135182/nnedi2_2.png.html)
nnedi2+grainfactory3 (http://www.turboimagehost.com/p/2135183/nnedi2_3.png.html)
nnedi2+lsfmod+grainfactory3 (http://www.turboimagehost.com/p/2135184/nnedi2_4.png.html)