I'm trying to write a pixel art upscaler, that doesnt look like shit.
I got this so far, initially.
I was able to separate each color into a diferent layer.
seems obvious to me each layer needs a diferent algorithm.
because some of these are fill colors and another are outlines.
doesnt make sense they would use the same function.
Seems the issue of upscalers is that they're 100% automated so is kinda dificult to figure out the artistic context of each color.
I have no idea how to help you but I'd ask in the gamedev threads that pop up.
Good luck, anon.
>>716225741I just need random anons to bounce ideas.
>>716225582 (OP)pixel art scaling (assuming no mixels) is piss easy anon wtf is all this
>>716225850You're supposed to scale it up without interpolation. Something you can easily do without an upscaler
>>716225901>>716226505current upscaling methods aren't good enough.
>>716225582 (OP)While you are at it, you have a perfect base for pixel art palette swapper. You can, on command, make everything green and purple. That's amazing power you got right at your fingertips.
>>716226574I'm not entirely sure what you're on about. Just start with a good base, make sure the edges of the layers line up even if transparent, and multiply the resolution by a whole number
Start with a 1->4 pixel upgrade. Each pixel should have 3 added to it to expand the visible range, no need to change color yet but this will give you more space to mess with
is this a cris thread or am i just bein a schizo
>>716228635y es? it's pixel art my dude.
are you trying to make some magic fuckin' interpolation that redraws the pixel art to use more pixels or something?
>>716228704I want to make something like AI but without it being AI.
I think any pixel art upscaling solution is going to look like shit if you don't account for CRT scanlines, phosphor glow, and stuff like that.
Think through the workflow/asset pipeline of artists back in the day, from ideation to display format, and I think you'll arrive at a few helpful things to tack on to you overall solution.
>>716229562I want a non AI solution that can make HD art.
You would need something like a vector rubberband around the sprite elements. Then upscale and fill in the rough edges on the inside after upscaling. Then you would need to recreate the gradients (e.g. shadows), maybe you could use data from a bilinear upscale for that.
>>716225582 (OP)>because some of these are fill colors and another are outlines.Problem is that the same color may be used as fill or as an outline in different areas. The top outline is lighter than the bottom one.
>>716228635that's literally the point you fucking retard
kill yourself and never touch pixels again