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How hard would it be to recreate these visual effects?

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LDKSuperDante polycounter lvl 3
Hello everyone, hopefully I'm asking in the right forum section. This texture here contains a lot of the major visual and lighting effects for a game I'm working on. It's 1024x1024 and I'm looking to recreate it as accurately as possible in 4096x4096. My question is, more specifically than asked in the title, are there any tools for recreating effects like these easily and accurately? I use GIMP and I know it has lots of tools and filters, but I'm not super experienced with them quite yet. I see some things I could recreate using tools but I don't know about most of them. I wanted to see if there was anyone here that was more experienced with GIMP or other programs/tools that knew if I could achieve my goal with tools. One of the reasons I'm emphasizing using tools, is that besides the fact I'm pretty adamant that I want my project to remain faithful to the game's original design anyway, these visual effects are really prominent, so I need them to turn out especially well.

If anyone wants to take a closer look or wants to help, I can share the .dds file. For whatever reason, GIMP blacks out the alpha channel when exporting as a PNG.

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  • lukors
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    lukors polycounter lvl 10
    I would recreate them from scratch in Substance Designer. I think it’s a really good tool to create these types of images.

    The procedural workflow in Designer also allows you to easily tweak things after creation, including resolution, without loss of quality.

    I would make each effect in its own graph and then have one graph that brings all individual graphs together into one image.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    Thanks for the info! I may need to find someone to help me then. For whatever reason, Substance seems to have some trouble working properly on my PC.
  • dgruwier
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    dgruwier polycounter lvl 11
    If you're already unable to recreate these effects in Gimp, then switching to Substance Designer won't help you, even if it's cleaner. 
    Since you're concerned about matching the originals well, I'd start by simply AI upscaling your map to 4k. Most of the effects would scale just fine. Some, like gradients and normal maps, will get artifacts, but then you only have to worry about fixing those (with blurs and smudging) or recreating those specific ones. 
    There are lots of free AI upscaling tools and models, with even more youtube tutorials on how to use them.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    Thanks for the info, I wouldn't say I'm unable to create them in GIMP, I was just asking for some advice to see if I could save myself some time or even find someone to help me make it. I'm very experienced with AI upscaling and I personally think it isn't very good, even nowadays, so I moved away from it a long time ago.
  • Eric Chadwick
    How do the FX look currently with the 1024? Any screenshots to share that show aliasing or jaggies?

    The smallest textures look to be 128x128 which should be plenty of resolution. Unless they're being scaled super gigantic.

    Also, 4k is super wasteful of texture memory, even compressed. Curious if you could get away with a 2k instead. Really depends on how bad the screenshots look currently.
  • Eric Chadwick
    Hmm I think it's this game? A lot of the jaggies seem to be from low-rez geometry for the spell FX. Though the textures do get blown up pretty large too. 
    https://www.youtube.com/watch?v=uY206fXsa8o?t=252

    I'd suggest trying a test of just Bilinear upscaling the texture to 2k, and adding some noise. See how big the pixels of noise get in-game. That should give you an indication if you really need to go to 4k or not.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    You guessed correctly haha. I'm working on Dragon's Dogma. Been working on it since Christmas of 2018. My Goal is to make every texture in 4k, I'm not worried about textures being "too big". I'm making each thing in 4k because I figure that's more than enough for most things, and I can scale down if need be, and offer 4k and 2k options of things for those with lower end PCs and/or those who want to pick and choose.

    Some things look fine, others look bad because they're pretty blown up. The game also uses BC1/DXT1 and BC3/DXT5 type compression, BC3/DXT5 in the case of this texture. I'm just a bit of a resolution junkie haha, I really like things to be super sharp and detailed, and I like taking very zoomed in shots of those things.

    Low res things not only catch my eye a lot because I like to play in 3840x2160 on a 50 inch monitor, but because the game has a lot of instances where you get close up shots of things, and I can't help but focus on the game's low quality assets at times.
  • Eric Chadwick
    Have you tested whether the game will actually run with 4k textures? 

    Before you go through all the work of re-making all those assets you should run a simple test… scale all the existing textures up to 4k, add 2% noise, compress and compile. Then run it on current high hardware. Can vmem even handle it without paging the disk constantly?

    Also, in a game usually the resolution of each texture is carefully balanced against how it appears in game, not just blanket rezzed up.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    Yes, the game runs fine with 4k textures. Not only did I test by putting in hundreds of 4k AI upscales back when I first started my project 5 years ago, but it also has a few natively 4k textures, though they aren't a full 4k, they're 4096x2048, but still.

    I've been working on it long enough that I'm fully aware of what the game can do and what it can't, at this point I'm in the process of remaking all my crappy AI upscales by hand so they're actually good.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    Hello everyone, I think this is the forum right section for something like this. I may have asked something like this before but I couldn't remember. I've got this texture that has a bunch of visual effects that I want to recreate as accurately as possible in 4k. I wanted to get some info because it looks like a handful of them could be fairly easily recreated with the right tools. For instance, the very first effect looks like just a very soft brush. I've gotten somewhat close in GIMP using a brush with 0 hardness and about 75 force, have to play around with it some still but it's getting there.

    So in short, I'd love if anyone could give some tips/tricks/advice on how to recreate some of these effects using tools, brushes, and filters etc. so they're nice and precise. Thanks in advance!

    Note: I put a black layer behind everything to make things easier to see, the texture normally has a lot of transparency.

    EDIT: I did ask about this before, I forgot I could go into my post history on my profile page. I got a little advice but would love any more that could be offered as I still haven't quite gotten the effects to where I want them, and haven't been able to use Substance Designer yet as one person suggested. 
  • Eric Chadwick
    I’ve merged your new post into the previous one, for context.

    I think what would help is for you to post your work in progress, what you’ve managed to recreate yourself, and ask for feedback on it.
  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    I’ve merged your new post into the previous one, for context.

    I think what would help is for you to post your work in progress, what you’ve managed to recreate yourself, and ask for feedback on it.
    Thanks for that! Sorry for the double post, and the late reply. Forgot to check back in for a little while.

    I unfortunately don't have any work saved. I never got anything I was satisfied with, and just kept restarting and playing around more with the brushes and filters but could never quite get it right. Not too long before and after this post I played around with it some more. In GIMP, several of the images look like they can be recreated with just the right soft brush, which is what I've been trying but haven't quite got the right one exactly for the very first one, the next 3 look like they'll be a bit easier, but I was trying to finish the first part of the effect before moving on.

    As for the bright light effects with the lines of light going out in different directions, I was playing around with the Supernova filter in GIMP and while I got some that were close none of them quite lined up the way I wanted them to.

    The bottom line of images are for lens flares, and they're a bit of a mixed bag, the hexagons I think I can work out how to do, but I wasn't entirely sure how to get the circle with the gradient or the rainbow effects quite right, so I didn't quite know where to start there.

    Lastly, the colorful squares look like normal maps, and I think they shouldn't be too hard to make in blender, but I wasn't 100% sure if the first one with a hole in it was made by hand or if there was a specific process to bake a normal map with a hole like that. The second one I was just trying to get some more eyes on because I was struggling to tell if it was a very soft sphere or cone shape. And the last one, the one that looks like a World Space normal map rather than a Tangent Space normal was kind of the same situation as the first, there's a little hole in it and I didn't know if there was a specific method for baking it precisely like that or if that was just hand made. EDIT: Removing the transparency does show the World Space Normal Square as more of a cone shape so I think the other ones are probably spheres.

    As for the rest, I'm pretty sure I'll just have to hand draw them to the best of my ability. I just wanted to reach out to other artists and see if anyone knew how to do certain effects or if maybe some of them were common knowledge that I'd missed out on. I've gotten a little more experienced with art since I last posted but I'm no expert haha. I've been working on a different project for some time now, so textures took a back seat, but I recently discovered how to fix an issue with how the game renders these effects and they look much better now. So, I no longer remove the texture entirely, and really want to take another crack at shining them up.

    Thanks for your time!
  • pior
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    pior grand marshal polycounter
    How hard ? Very, very, super hard !

    Or ... not at all. These are all quite soft to begin with, hence woud barely be affected by scaling them up 4x. And for the ones with a bit of artefacting left, just some simple blurring and perhaps some sharpening would do.

    https://www.youtube.com/watch?v=FWwvOvnWc8M


  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    pior said:
    How hard ? Very, very, super hard !

    Or ... not at all. These are all quite soft to begin with, hence woud barely be affected by scaling them up 4x. And for the ones with a bit of artefacting left, just some simple blurring and perhaps some sharpening would do.

    https://www.youtube.com/watch?v=FWwvOvnWc8M


    Thanks, though I already tried this, and it does clean the look up a bit, but the effects are noticeable in game, it renders them a little less softly, kind of hard to explain without screenshots so I'll try and take some when I get a chance. I do think remaking them in higher resolution, though relatively subtle compared to bigger textures like environment and character stuff, will help improve the overall look of the game.
  • Tiles
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    Tiles interpolator
    Have you tried an AI upscaler yet? This sounds like the perfect method since your graphics already exists but are just a bit too small. It might add the detail that you need without the need to redo the graphics from scratch.

    There are online services that allows you image upscaling. Also free ones. It must not be Topaz Labs Gigapixel. Google will lead you.

    I still have Real ESRgan installed as a command line tool. It's one of the older AI upscalers. And does still a great job in upscaling by factor 2 or 4. This one could already suit your needs. Not much hassle to setup, quick results. Have a  look at the portable versions that are linked here: https://github.com/xinntao/Real-ESRGAN?tab=readme-ov-file

    In case you want to dive deeper into AI, ComfyUI is free, open source, works offline. It is the full toy to create AI image and videos. But also allows simple tasks like image upscaling, with and without AI. It is node based. https://github.com/comfyanonymous/ComfyUI/releases

    And a simple AI upscaling workflow could look like this. Upscaling by an AI model:
    AI upscaling models can be found here. My favourite is still ESRgan. But there are other models for various needs: https://openmodeldb.info

    When you have ComfyUI installed, then you could also test if AI creates the images that you need.
    You could even use Krita nowadays to upscale images with AI. It uses the diffusion method though, which alters / recreates the image. And i have never toyed around with it. Since doing diffusion upscaling is easier done in ComfyUI when you have it already installed. There is a dedicated node for that, called Ultimate SD Upscale.

    https://www.youtube.com/watch?v=oby6FSCrni0
    Just that i mentioned it, the SD WebUI from Automatic1111 allows image to image generation. With a high res fix feature. That's basically upscaling. That's the second best known offline tool besides ComfyUI to generate AI images or movies. But it has fallen behind ComfyUI, featurewise. And the development speed has slowed down in general. Except this area. Image to image is still a bit complicated in ComfyUI.

    One word as a warning. ESRgan as a standalone is not really memory hungry. But when you use ComfyUI or Krita for AI stuff, then you need a good graphics card. I recommend 12 gb nowadays. And more is better. I ran too often in an OOM with my old 8 gb card.





  • LDKSuperDante
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    LDKSuperDante polycounter lvl 3
    Thank you for the info! While I am pretty experienced with AI Upscalers and don't want to use them for my project anymore, I appreciate you taking the time to give me all this info, and I hadn't heard of ComfyUI, so I'll look into it. I've used the other AI Upscalers and they always have a tell, they tend to misinterpret details and also introduce this sort of waxy, cracked look to the image. Beyond that, I'm trying to improve as an artist, so I am actually trying to learn how to do these things myself. But again, I appreciate all the info and the time you took to share it.
  • pior
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    pior grand marshal polycounter
    Well, the sooner you'll post your actual attempts the faster you'll get practical advice on how to improve on them. By throwing them out and asking for advice without anything to show you're basically wasting one round of feedback that people could contribute.

    To me these look like clever use of non destructive effects (outer glow, and so on) as well as a bunch of oldschool PS filter combinaisons like the ones people used to share 15ish years ago. Perhaps also some video effects from old school rendering software, like the "video post" in 3DSMax, or cheapo After Effects VFX plugins.

    https://www.youtube.com/watch?v=TJmwKn7ykbk

    https://www.youtube.com/watch?v=tFdBb0dGYPw
  • Tiles
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    Tiles interpolator
    To me all this shapes that you show here looks relative easy to (re-)create. The only thing that you most probably won't achieve is to be 100% equal. Since we don't know what settings, workflow and tools the original artist used to create them. I doubt it was Gimp though.

    I second Pior's wish here. Give us an example and tell us why you are unhappy with the result.
  • Eric Chadwick
    FYI perhaps https://www.photopea.com/ might handle PNG alpha better than GIMP.
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