Page 1 of 1

Playing With Upscaling Meshes

Posted: December 9th, 2015, 7:22 am
by Dan
I just played a little around with my workflows and borrowed an Atmosphir asset for this.

See what came out.

1st Screen: Original Atmosphir female Ranger Shirt
Image

2nd Screen Mudboxed it, while retaining the UV, I guess the Mesh weight on the Skeleton should have been retained too.
Image

3rd Screen: Original is on the right side
Image

Result: I was amazed how easy it is with good scripts and workflow to scale from a low poly to a high poly mesh :)

Posted: December 9th, 2015, 3:45 pm
by ThatOneFox
Pretty good. The rounder aspects look rounded instead of angular.
Now, try it with ps1 era lara croft and try and fix her triangle boobs.

Posted: December 9th, 2015, 8:09 pm
by Phantomboy
Awesome job, Dan! How did you get the 3D models exported from Atmosphir? or is it just literally from the asset folder? Really neato regardless :D

Posted: December 10th, 2015, 8:45 am
by Miniike
StreetLights wrote: Now, try it with ps1 era lara croft and try and fix her triangle boobs.
This would be disgusting if it wasn't such a good idea

Posted: December 10th, 2015, 9:18 am
by ThatOneFox
It would be purely for research purposes

Posted: December 11th, 2015, 5:23 am
by Dan
Phantomboy wrote:Awesome job, Dan! How did you get the 3D models exported from Atmosphir? or is it just literally from the asset folder? Really neato regardless :D
Converting back and forth of the unity3d asset to get the working skeleton with the textures (the mesh never was a problem) it's a lot of work - I just liked the atmosphir models but now I am cured and use own models :)

Posted: December 11th, 2015, 6:11 am
by Kiriel
now we need cameron with hairworks

Re:

Posted: December 17th, 2015, 4:34 am
by ThatOneFox
Kiriel wrote:now we need cameron with hairworks
That would be a waste of technology

Re: Playing With Upscaling Meshes

Posted: December 17th, 2015, 8:36 pm
by Wowfunhappy
...I don't know, I kind of prefer the original version to the upscaled one.

This reminds me of what happens when you apply an antialiasing filter to a low-res 2D image—it rounds out everything and looks overdone.

Re: Playing With Upscaling Meshes

Posted: December 18th, 2015, 6:33 am
by ThatOneFox
Wowfunhappy wrote:...I don't know, I kind of prefer the original version to the upscaled one.

This reminds me of what happens when you apply an antialiasing filter to a low-res 2D image—it rounds out everything and looks overdone.
Dunno what exactly you're smoking, but the upscaled one looks loads better. Look at the belt area. You can't count the polygons on the upscaled one.

Re: Playing With Upscaling Meshes

Posted: December 19th, 2015, 12:44 am
by ZeroSwordsMaster
The upscaled one is pretty nice! The only major issue I have is that the material is a bit too shiny; the old model probably could get away with being so smooth and shiny but it doesn't translate well on the high poly count. I'm sure if you really wanted to you could fix it up, though.

Re: Playing With Upscaling Meshes

Posted: December 19th, 2015, 1:56 pm
by Phantomboy
StreetLights wrote:
Wowfunhappy wrote:...I don't know, I kind of prefer the original version to the upscaled one.

This reminds me of what happens when you apply an antialiasing filter to a low-res 2D image—it rounds out everything and looks overdone.
Dunno what exactly you're smoking, but the upscaled one looks loads better. Look at the belt area. You can't count the polygons on the upscaled one.
Although, higher-fidelity doesn't necessarily translate better by default. Plenty of well stylised games and models have "countable polygons" but it works because the art-style was designed to support it :)

Regardless though, I do think the smoothed model is really impressive looking and I'd be curious to see what atmosphir would look like if it had this sort of treatment done throughout.

Re: Playing With Upscaling Meshes

Posted: December 22nd, 2015, 7:54 pm
by Wowfunhappy
StreetLights wrote:
Wowfunhappy wrote:...I don't know, I kind of prefer the original version to the upscaled one.

This reminds me of what happens when you apply an antialiasing filter to a low-res 2D image—it rounds out everything and looks overdone.
Dunno what exactly you're smoking, but the upscaled one looks loads better. Look at the belt area. You can't count the polygons on the upscaled one.
Hence, it's very similar to what happens when you apply an antialising filter to 2D images—sure, it gets rid of the pixels, but it doesn't necessarily make it look better.

The upscaled belt does look great though—it's supposed to be round to begin with, so smoothing it out works really well!

Re: Playing With Upscaling Meshes

Posted: December 22nd, 2015, 8:00 pm
by ThatOneFox
Thing is though, low res pixel art has a nice aesthetic. Low polygon 3d models just look like arse. Not exactly the best comparison.

Re: Playing With Upscaling Meshes

Posted: December 22nd, 2015, 11:53 pm
by Phantomboy
I don't know if that is necessarily a given, there are games like Proteus, Glitchhikers, Katamari Damacy, heck, you could probably toss Minecraft in there as well. All of which have relatively low-polygon models and yet are commonly commended for charming artistic styles. Not all paintings are oil, and I just kind of feel it is a broad brush to say that all 3D-modles improve as you add more polygons. It's like saying a photograph is better the wider-spectrum of colours captured, which discredits purposefully desaturated, black&white and other colour variates available for this one ideal form of photo.

Although I guess this doesn't need to turn into a full-on polygon debate.. Tastes are tastes and I respect yours regardless!

Again, really impressive work, Dan.

Re: Playing With Upscaling Meshes

Posted: December 23rd, 2015, 8:51 am
by ThatOneFox
Thing is though, those games used the low poly art style well, and build the game around it. Atmosphir had low poly models with a pretty high end lighting and physics system, that just made them feel out of place.