I mean just color image , not the height .
Using google map or any sort of blurry low res aerial picture screen as a guide ? What generative AI would be capable? Whenever I try Photoshop it makes something either same blurry and unusable or hardly even resembling the source image.
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Beware though that all this data is copyrighted, you'd have to pay if you wanted to use it in a commercial product.
if you're drawing round these things you need to be conscious of the CRS that the data is displayed in - the further you get from the 'origin' of that, the more distorted the image will be and the less accurate sizes will be - it'll be in the order of tens of metres over a km which is enough to really mess up street layouts
Mapbox supports grabbing images with a specified CRS - I imagine Cesium and Google also do but it'll be through some sort of API - not just taking a screenshot of the browser window
Raw data can be expensive due to minimum order sizes but you might get lucky - tbh, if this is a work thing and precision is even slightly import I'd advise asking someone to get their credit card out, call airbus and while you're waiting, learn to operate QGIS
Maybe this weight here: https://civitai.com/models/18022/earth-satellite-image-map-generator-mix
There is also a heightmap generator: https://civitai.com/models/16826/game-landscape-heightmap-genrator
But that was basically it so far. You need one of the offline solutions like ComfyUI or Automatic1111 for that ...
As told, very niche. You could still use one of the traditional models and use image to image and/or impainting with a prompt and a proper input image. Like one of the images from above. And have a look how to come closer to your goal. Adding a road on an existing input image just cries for impainting.
To be more helpful it would be of course of interest what game engine you use. And what the exact method and goal is that you need for your terrain. What does not fit together is high res terrain texture in the sense of using one big texture for the terrain. That's usually not how it is done.
In a 3d game you often you use a height map with a splat map to achieve the needed texel resolution, and mix four or more base textures together. A rock, a sand, a grass and a soil texture for example. And a road can then for example be added by another shader or geometry on top of it. This kind of textures can be done with a normal weight already. But there are also specialized weights for it around.
Example: https://civitai.com/models/15873/texture-diffusion
Or: https://civitai.com/models/43468/texture-hell
Or: https://civitai.com/models/50391/diffuse-texture
There is more on Civitai, just search for texture.
And just in case that we completely misunderstand each other, and you just search a way to make your google maps images sharper, there are fantastic upscaling models available nowadays, which adds such details. But this has of course its limits. Starts with the size already. When you feed it with a 1024x image then a 4x upscale produces a 4096 image already.
A database of the common or uncommon upscaling AI models can be found here: https://openmodeldb.info/
hth Tiles