Yes, it’s nice! I sent you the invite Devina. There should be some pretty basic instructions in the commits, let me know if you need any help getting things up and running.
For the evaluator, you can put in a custom name for the texture - for now it only saves the name in the database but the plan at the end is that the evaluator or a separate script will rename the textures, organize them into folders based on their categories, and then generate a textures.ini file. I figure not every texture need a custom name.
There is a photoshop action I included. Really the most useful one is FFCC mask which will tighten up a lot of the fuzzy edges however it’s not perfect. The dodge and burn action creates two adjustment layers for lightening and darkening the images. See some of the psds in the edits folder for examples. It can really bring out a lot of detail in a subtle yet non-destructive manner.
One action I didn’t include is this one by PiXimperfect for frequency separation. I use it to help remove some of the random ripple textures that the AI adds in some instances.
https://drive.google.com/file/d/1hgR_1mWShxYesDBkA_WveXdmwmnbkZ3r/view - check out this video for a basic overview on how it works.
https://youtu.be/-iGB2BfEu20 Basically it separates the image texture data from the color data so you can remove/edit the perceived texture without messing with the color too much.
As far as fixing random color artifacts I use the brush tool set to the “color” or “hue” blending mode. A lot can be done as well by using the match color feature under adjust image and using the original texture as a source.
And at the end of the day some are just going to have to have a lot of manual fixing.
Edit: one last note: this doesn’t have all of the textures quite yet. My work schedule got changed up so I really haven’t had too much free time to complete my play through but now that we have GitHub I’ll just add the new textures to the repository whenever I’m done.
Edit 2: use the wip edits branch for now.