Skyrim Special Edition

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cthunsthrall - ElleH

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cthunsthrall

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About this mod

AI upscaled and improved textures for Spell Knight Armor (CC). Compression artifacts removed and upscaled with ESRGAN, adjusted materials with photoshop. Uncompressed normals and 2-8K diffuse.

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Just some more texture modifications. Requires Spell Knight Armor from the Creation Club, obviously, and won't do anything without it. Includes textures for all 3 variants. Relatively high memory cost as far as armor mods go, but if you're already here considering upscaled textures for mods that already look pretty good, I assume your PC can handle it. Check the images for comparison.

Texture dimensions and formats are as follows:
Torso: 8K BC7 max diffuse (4x), 2K uncompressed normal
Helmet: 4K BC7 max diffuse (4x), 1K uncompressed normal (4K makes sense due to the inefficient use of space)
Gloves: 2K BC7 max diffuse (2x), 1K uncompressed normal
Boots: 2K BC7 max diffuse (2x), 1K uncompressed normal

If you're interested in the process, it is to remove all the compression artifacts with the BC1-smooth2 esrgan model, for both diffuse and normal maps. I use IEU for this. Then save the normal maps without compression. (in terms of VRAM this is equivalent to doubling the resolution but imo usually looks better for armor/weapons) Run the diffuse textures through esrgan again with Manga109Attempt interpolated with SkyrimWeaponsAndArmor with a 0.8 interpolation ratio. Sometimes I use Gigapixel AI but not in this case. The esrgan model I use most tends to distort the colors more but looks less cartoonish for armors like this which already have a lot of edge contrast. Then I merge the tiles manually in photoshop using some templates I made. I could upload these templates if someone actually wants them. This might be a problem unique to me but using IEU's 'merge' function produces subtle dark lines at the seams so I just don't use it. Makes this more time consuming but I can't stand the dark lines. Once I've merged the tiles I use photoshop to clean up whatever issues I notice, like persistent compression artifacts or just stuff I don't like. These textures were already really great other than the BC1 compression so I didn't change it much except to try to make the colors more consistent between each piece of a set, and to albedo-ize all the diffuse textures a bit. I prefer the shading be managed by the normal map since dark AO-style shading in the diffuse maps can end up looking gray if you use certain ENB effects. Like in the case of PBR materials, I personally think it's better to add these "occlusion map" style details in the blue channel of the normal map, not in the diffuse map. So usually I am reducing contrast of the diffuse and increasing contrast of the normal map. Finally I save the diffuse maps and whatever other non-normal maps I might have edited, using the intel texture works plugin with the BC7 Fine profile. I posted more information about esrgan/IEU on my other mod page for upscaled NordwarUA armors, including some great video tutorials by Kartoffel.

I also upscaled the heart ingredient texture and regenerated the facegen with 2K tintmasks and Expressive Facegen Morphs. However since you need SKSE and an ini edit for faces with 2K tintmasks to function correctly, I've uploaded a version without the facegen stuff too just in case anyone can't use the facegen files.

Feel free to let me know if you have any feedback