EN
Smoke Fumus
Smoke Fumus
4 subscribers
goals
221.59 of $ 231 money raised
Niffty avatar for Jay
33.09 of $ 38 money raised
Hair for zeta
241.73 of $ 294 money raised
UNSC-themed space corvette for Royale
591.9 of $ 1 275 money raised
The pot 1. For one time intermediate donations and whatnot.
0 of $ 401 money raised
Player pawn creation and animation for doom For AverageHextorEnjoyer321
136.7 of $ 136 money raised
GW2 Ashura skin for sl
692.12 of $ 467 money raised
Rabblerouser two sets of anthro legs and garments for them
234.05 of $ 233 money raised
Mobius Starchaser Car for Royale
64.55 of $ 53 money raised
Body rerig for knight
57.49 of $ 51 money raised
Laser schythe for Tiger Twista
172.12 of $ 171 money raised
Retro bus for Royale
117.09 of $ 117 money raised
Sonic Battle buildings for royale
246.82 of $ 181 money raised
Knite outfit and underwear for captain rolls
187.1 of $ 186 money raised
Green garments and leslie suit rework for captain rolls

Demon Tech repeater remake final

That's a lot of info to go through but here we go. 
The iterative process 
Iterating over
Loaded into unity3d, adjusted lights, did direct downscaling - doesn't look good
Lanczos downscaling looked ugly
Area downscaling via python scripting
Adding an triangle depth normal edge detection + downscaling "lineart" pass, this one via lanczos because of lack of color detail, which made it decent
Almost painterly enough
Unwrapped, added green demontech plasma corrosion
Finally added 50% mixed soft posterization 
And finally everything together, with new sounds to boot.
Basic pipeline is this - I render at 640x400 in unity with sharpening, SSAO and posterization.
Then i render the plasma puff effect separately but without the alpha channel on a black background. Bring those over to a separate python script which creates alpha out of black channel, while also normalizing the color so it doesn't have colorbanding, resize it down.
Then I render the edges at 1280x800 separately, then bring it over to quite extensive python script which takes the sprite, scales it down, 50% multiplies it with the edges, then overlays it on top of the puff, after which it saves with the correct sprite name.
And that's pretty much it. 
Update:
A better method of core sprite (not outline) downscale has been also developed by me. I've trained a ESRGAN model specifically on subset of fakefaith 2x upscaled  vs nearest neighbor upscaled images.
I strongly recommend using CUpscale with this with NCNN core (it's tad better than cuda):
Pipeline is simple - throw sprites into cupscale and run 1x_doom_stable on it (you'll find setup instructions on github), and while at it - also select option to resize after scaling, pick nearest neighbor and 50%. 

Subscription levels

Base support

$ 3,2 per month
The content is free as it is, but thank you for supporting me (300 rub at the moment is 5$ a month)
Go up