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New Neural Upscale Project

Hi everyone! I don't think I've really been active here since the old forum, but I've been lurking periodically and benefiting from projects like the DHTP and DHMP. That's why I want to share something with the DE community that I've been working on for a few weeks. Even though it's a long way from finished, and not yet ready for a wider release, I think it's far enough along that it's "useable."

I know there's already a neural up-scaling project, but it's limited to only 2x the original resolution, and the tools available have improved since it was made. Using a variety of pre-trained models, I currently have every patch and flat in The Ultimate Doom (including monster sprites) scaled up by 4x. Wall textures are scaled by 8x.

In terms of detail and realism, these are inferior to the flats and textures in the DHTP, but my goal is to complement and supplement other resource packs, not to compete with them. I've tried loading the DHTP and DHMP on top of my project, and I think it works pretty well as a way to fill the gaps. By itself, I think it meshes better with PWADs that introduce new sprites and textures alongside the originals.

At this point, this is mostly raw output from several pre-trained neural networking models (which I will catalog once I've made more final decisions on what to use) that I've hand-selected. Very little editing has been done so far, and most of what has been was automated. I've retouched a handful of sprites where I felt it was desperately needed. Later on, I will be selectively compositing pieces from different results for the textures, so the finished project should be much better. I'm not sure the sprites will ever look great under close scrutiny, but I think they look pretty good in action during regular play.

Still to do:
  • Test more models
  • Fix minor alpha channel errors
  • Correct seams and tiling issues
  • Cover assets from DOOM II, Final DOOM, and SIGIL
  • Rebuild textures from the output of multiple models, according to which ones give the best results for different parts of a texture
  • Harmonize textures and flats that share similar materials (wood textures should all use the same neural model, etc)
  • Adjust colors and brightness levels to be more faithful to the original assets

I'll post some example textures and sprites below, but I think the best way to check it out is to try it. It all looks much better in game than it does on its own. Let me know what you think, but it is a long way from complete, so please be kind! :D


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