sarpedon2 wrote:Any instructions online on how to use GitHub to get the original textures?
You'll need a Git client, which can be used either in command-line mode, or through a desktop interface. Personally I learnt to use Git in command-line only, but you'll probably have an easier time with one of those.
Once you have it, there should be a "clone" button somewhere. Clone this URL:
Code: Select all
https://github.com/H-uru/moul-assets.git
Don't mind the rest of the interface, once the repo is cloned you can just exit it and browse the files which were just downloaded.
(Alternatively, the command-line version is "git clone
https://github.com/H-uru/moul-assets.git", but if you ever need to use Git for something else, the graphical version is usually easier to use.)[/strike]
EDIT: Ignore that. Those GUIs are even worse than I thought. Scroll down to my next post, if all you intend to do is cloning the repository, the command-line tool is just as easy and less cluttered.
sarpedon2 wrote:IMO Baked Lighting is very underrated
Underrated but hard to setup !
It would be interesting to see what modders can achieve in other engines once raytracing becomes the norm. This could eliminate the need for tedious baking...
sarpedon2 wrote:Yeah I found in quick tests, certain textures did not respond well to upscaling. Take this cloth texture for example. For some reason I can't upload the upscaled version, but you would be able to guess what issues upscaling this would have.
The reason you can't upload both files is probably because they have the same filename.
Yeah, manmade patterns like carpets typically confuse upscalers. It also depends heavily on how the AI was trained.
Speaking of which... I tested ESRGAN on some Uru textures a while ago, and the results were horrible (due to bad compression). I re-tested on some of the uncompressed images, and it's much better. Still too smooth, but acceptable.
Now, since we have the entire texture library without compression artifacts... It might be a good idea to retrain the ESRGAN model to see if we can make it perform even better. Gah, why am I always too busy IRL to try this stuff out ?
