You can already see the legs don't match the face.
The following contains nudity:
And there's no mismatch (contains nudity):
The 256x256 version is fine for most purposes. That's when NPC faces occupy about a quarter to half the vertical space on a 1920x1080 monitor. But sometimes you get a zoomed in face. The main problem I have with the dxt compression artifacting is that it occurs mainly around the mouth, nose and eye corners where also the face normal maps have the steepest delta. You can see the green color bleeding out to adjacent boundaries on the picture to the right. In other words, it's not the size or resolution, it's about the artifacting.FiftyTifty wrote: ↑Tue Feb 04, 2020 2:38 amDo either of you have an NVidia GPU? If so, try running those .dds files through ESRGAN to get an AI upscaled .png, then rescale down and recompress as .dds.
If you give me the .dds, I'll run it through Topaz and do the same thing, so we can compare both to the original.
I beg to differ. I've been using Topaz for upscaling low res and heavily compressed .jpeg photos, and it's night and day. You can't get anything as good as it out of Photoshop.RoyBatty wrote: ↑Tue Feb 04, 2020 1:48 pmI've been trying to patch geck to just make 512 or 1024 tint maps, but haven't figured out how yet since it's done in the facegen code which is highly optimized.
I don't like upscalers at all, it doesn't look any different than doing it in photoshop manually.