Vanilla-friendly retexture of the tree branches in the base game and DLCs.
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Changelogs
Version 3.2
fixed snow and ash layers
Version 3.1
new custom model for much cleaner upscales with less noise
much improved, hand-tweaked alpha channels with fixes for some vanilla issues
improvements to detail layer masks and color matching with vanilla textures
more defined and accurate normal maps
Version 3.0
every tree branch texture was redone using new ESRGAN models and techniques to remove vanilla compression artifacts
many textures were split up and re-merged to be able to upscale them with different models for optimal results
added Reach Tree, Tundra Driftwood, and Soul Cairn Tree Branches (the latter includes improved bark as its part of the texture)
replaced custom normals with ESRGAN upscaled variants for now, as they caused some unwanted visual changes (I will revisit them at a later point)
Version 2.1
regenerated mip maps for all diffuse maps with GIMP's DDS plugin as it handles this specific case much better
all pine diffuse maps now use proper alpha testing and thresholds for mip maps, so they appear more lush in the distance
another pass for all normal maps with various improvements to pines, matching them with the vanilla visuals
fixed pine needle normals bleeding through the big snow cover spots on Heavy Snow Pines
Version 2.0
major version bump because everything was redone from the ground up
new AI upscaled alpha channels that are now pixel accurate and don't have any scaling quality loss
new scratch made normal maps that have much better definition and give branches, leaves, and pine needles more depth
matched with vanilla normal map intensity - the pine normals needed some additional work to keep the overall visuals and brightness
Vanilla-friendly retexture of the tree branches in the base game and DLCs. Done with a combination of AI upscaling using various specialized models and scratch-made texture work. True to the vanilla aesthetic and visuals. The resolution was doubled for all covered textures. The alpha channels are covered as well, and are AI upscaled without any scaling quality loss.
I really like the vanilla look of trees, and didn't really want to change the look too much. So I just tried to give the branches, leaves, and pine needles some more detail and accurate alphas.
The snow and ash covered trees are not just uniformly colored white or gray anymore, but have some added detail in these layers.