Hi, Im currently on a project that is a sequel and also a port. The previous format had their textures scaled by a factor of 2x when ported for the prequel, so if the original .png had a 128 x 128 size, the new one for the HD counterpart got scaled up to 256 x 256.
No-one on my team seems to have a clue how the textures were scaled up last time, Ive had some experience mucking around on GIMP and paint.net so I know the basics of such packages.
However, I cannot scale these images to 256 x 256 and make them look good. Ive been using gimp and tried both linear and cubic filtering but the colors get too fuzzy. The textures are profile shots for dialog in a jrpg, and obviously in an anime style so their hair and skin has highlights and thats where most of the noticable ugliness comes from.
Does anyone recommend a method to retain visual clarity when scaling to 2x the size?