Tuesday, 29 January 2013

Loading...

Ok so one thing that i noticed the blender game engine dose is when switching scenes it just looks like its frozen and on slower computers people may think its crashed so its time to make loading screens work.
I actualy made this the morning of the jam but havent got round to posting till now.

I drew a digram here: of how I thought it would work

I use a constant background loading scene which when a new level has to be loaded , it removes the current level and loads the next the advantage of this is that it will now have preloaded the loading scene and there should be no wait for it to show and it will remain showing until the next level has loaded and apperes on top.

I tried making a cog spin with game logic on the test to see if I could have animated loading screens.
The answer is no it looks like its crashed on the loading screen, ie has a static image and then loads the next level this was good to know so I don't spend time animating something which wont show unless I add a timer but then the animations will stop and no one really wants to look at a loading screen.

Any way hers it in action:

this test went well and i learned that cnat have animated loading sceens but could have a coustom loading screen for every level if i sent a message to the loading screen controll object.
Nex thing to do is try dupli groups and scene linking with this method whitch i dont know if it will work or not. But thats why these are called tests.

Monday, 28 January 2013

To do list for honours project game


Things to do:
Make basic alpha play through level layout
Test using dupli groups for a project and get a folder structure set up
Test ways of making cut scenes
Make basic alpha play through interactions
Create artwork for artists house Level
Paintings
  • House model outside(Optonal) Garden (final fight?)
  • House model main room with stair case
  • House model loft
  • Paint feetprints

Create artwork for Pop Art house level
  • Create room model, table chaires soup cans, curtins, windows, doors
  • Garden (fence, trees, path, house, explosions, plains(reuse from test))
  • Textures for the boy and the old man in pop art style


Create artwork for Watercolour Level
  • Create trees(2d watercolour original), 
  • Create bear(reuse model from jam 2013)
  • Create fish and wolf
  • Create cave (reuse some assets from tests)
  • Create sword/ slashes
  • Textures for the boy in Watercolour style

Create artwork for Charcoal Level
  • Create Station and tfb (Reuse level from TFB test)
  • Create tunnel
  • Create  change signal sign
  • Create on of box /wire
  • Create train/ make smoke look pretty
  • Create shield
  • Textures for the boy in Charcoal style(animated)

Create artwork for Oil Paint Level
  • Create outside walls/jetty/cliffs
  • Create guard enemies
  • Create maze in middle
  • Create key item
  • Textures for the boy and Oil Paint style

Create artwork for Scratchy Pen and ink level
  • Create castle
  • Create Main enemy character
  • Textures for the boy in Pen and ink style(animated)

Animate and cut scenes and implement
  1. Intro
  2. Getting pushed into painting1
  3. Meeting old man
  4. Old man getting hit and coming out of pop art painting, explaining what the boy has to do next
  5. Chased by wolves
  6. Meet bear points to sward
  7. You get sword
  8. Bear moves for you
  9. Old man points u to next painting
  10. Meet TFB points to the signal
  11. Train comes
  12. Gets shield from train
  13. Old man next painting
  14. Guards throw u out?(optonal)tell you u cant get in, show side entrence with cam
  15. Finds key
  16. Old man points to next painting
  17. Intro to main enemy
  18. Trapping main enemy
  19. Final chat with old man
  20. Walking away happily

Create main enemy character

Create boy

Create old man

Source audio
  • Sounds of the material being drawn / painted with scratches etc

Voiceovers

Footsteps

Go into painting noise

Implement audio

Play test

Finalise game polish

Finalise story

Submit

yes that is a lot of things, il look over it again and try to plan out when i have to have everything done by

Scottish game jam The Bears and the Bees and the Watter colour Trees

So I somehow managed to grab the last ticket for the scottish game jam in dundee. 
There were 50 places and i thught they had allbeen taken months in advanced but a randow twitter notification showed me that there was 1 space left. 

I went withought a team but got grouped with 2 awesome people (Rory Jobson and Gregory Goltsov) buy chance and then we recruited (Jonathan Brodsky, from lucky frame)

We Came first in the "best Art" category and received honourable mentions for "best overall" and "best tech"

We brainstormed the first ngiht about the game design whitch stared off with the standerd insparation from the jam theme , heart beet. So the characters and stuff were pased around heards and beeting . But we came up with an idea and then reskinned it with bears and bees as we wanted something whitch could get bigger and smaller to represent life and amount of push left. we were thinking baloons balls, engines ? and other stuff but when concepting skins Rory drew a bear whitch looked like a calin and hobbles image and i just thought ye that woudl work. Whitch also set a definate art style.

The next day we started to make stuff rory cleaned up the bear sketch and made a front and side drawing for me to make in 3d but i had almost finished the 3d bear before he gave it to me. Just had to adjust some details like the ears and back arm size, nothing major.
Then i textured ,rigged and skinned it and animated it .



the texture is  an ambient occlusion bake, everything had its own space on the texture map so i could have a unique wattercolor texture all over. i then drew a few details like the eyes and nose in photoshop  and added a wattercolor texture overlay.

This was him after some tweeks and input from Rory and after fixing the seems:


This caused seems whitch break the ilusion of it being 2d, so i found a way in blender to clone textures from one part of the mesh to another whitch i had never noticed before. I painted over the seems and it worked realy well.
Then after i get everything rigged i duplicated the mesh , scaled along the normals and added a displacement modifyer witch i then applyed and merged the 2 meshes to it was 1 object. Jonathan mentioned that he has used blender before for import into unity and that he just used the raw .blend file,  insted of exporint to any format. this make it easyer in unity but looking back made ait a little harder for me in blender as i had to delete all my junk layers otherwise they showed up in unity as it dosent know what layer to show.
I got the bear made by about 2 on saterday and started on the envirnoment.
We were confused about what angle the scene should be from. I origonaly thorugh that we would have flying bears in a 2d sidescroller fasion but the pogrammers made a horosontal area whitch worked good but meant that a nice background whitch Rory had been working oh was no longer needed.
SO i took over the scene work and Rory went on with a comic / animation for the start of the game.
I only made 1 tree in the whole scene and the rest are just modified versions of it, rotating th trunk, moving the brnanches and the leaves, and finaly changing the textures and removing the outline for the trees in the background to match the original art.

This was the origonal sketch i did of the envirnoment:


And heres what the final enviroment looked like:

Heres the watercolour texture i used for everyhting:


Tree1

Tree2

booshes

After i textured everything we dicided that we wanted the trees to move to keep the beet.
so i merged all the bojects with the same textures to mkae stuff easy, then creates an armature in the moiddle of the scene and bones at the base of every tree, then i weight painted each tree whitcn didint take as long and wasnt as hard as i thought it would be.
then did a quick rotation on them all and inversed it to make the animation.


Heres the game in action:




Thursday, 24 January 2013

Screen space ambient occlusion test room

I was watching my flatmate play farcry 3 the other day and kept noticing the SSAO in action when the character was close to objects. I then rememberd looking in to this for blender a little while ago 

comparison with ssao and withought

heres a video of a cleaver guy who made it work:


I made a quick scene wit 2 textures of the internet and a character i made the other day.
Heres the results of that video(was going to record on my mac for better fram rates bu the ssao filter didnt work) 

I made the filter be repeted and applyed it 3 times in the video, where the frame rate droppes to 12 fps, not good :s. But at 1 level of filter its about 25ish whitch isnt the worsed. in the video i turn the effect on and off to show the difference. It dosent have as strong an effect as i would have liked and i might now use it because of this, il test performance on another few machines and then decide, but might just go with a light bake of some kind in the final game.


Blender artist

I made a blender artist post about the development of the game aswell to get feedbakc from the blender community if i get stuck and to see how people feel about the game as its progressing. Bloggers good for blogs but for some reason i dont get many coments :(



heres the link:

Old man model and basic animations

after how the boy turned out in the lest post i wanted to make the old man soon and i did 2day.
Heres how it went:
This was the 2 models i made here the same apart from the eyes , the on on the left has eyes like the boy dose and the right is like in the old man sketch.


I decided to take the same approach as the boy with the eyes but keped the other one incase
I made this model from the original ortho sketches:
the pose was slightly changed from the refrence and his head shape was tweaked a lot to get it to look right. I decided to make the braces in the texture to save on polygons.
So like the boy model i made an ambient occlusion map of the non mirrored pieces.


And here is the basic Ao map with base color in Photoshop.


With a lot more work on the texture and ages trying to get the braces right i deceded against them and removed them, the buttons were enough detail.



this is the final model and texture, the glasses have alpha but dosent show properly in the viewport but dose in game.


I bright in the rig from the buy and edited it, had to remove a bone in each arm and leg to get it to match the mesh joints.

I got some of the animaitons for free because i reused the old rig , they just needed a little edditing.
I had a problem with pasting the oposite pose on the right foor for some reason but i deleted it and remirrored the left one over and that fixed it. 

(I also came into a problem with the game logic on the armature. I made the armature in blender 2.6 for another project and brought it in. For some reason whenever i tryed to add a keyboard Sensor blender crashed :S
But i make a cube and copied the empty loigic bricks from it to the armature and that fixed the problem.)

So heres the animations for the old man:



I learnd some new tricks here and this model was a lot quicker than the boy as i used th boys popology for refrence in this one, and the old man dosent have much hair witch took up a bit of time in the boy.

Wednesday, 23 January 2013

Boy character

So hers the development of the main character in the game who is still for the time being called boy.
As in the last post here is the sketch:

And here is the first draft of the 3d model 

I textured him and then he looked like this, the hair is still a newer texture.
this was obviously a verry quick first attempt at this texture and was just too see if stuff looked right with color and all the uv pieces made sence.

I then baked an ambient occlusion map of the character
since some of the elements are mirrored i had to delete any bits that were mirrored so that i didint get overlaping baked areas.
i made a duplicite mesh and deleted the bits.
this is what the mesh looked like after it was baked

Also found a button which saves a lot of time in Photoshop with seems. Im blender next to the bake button there is a margin slider(which bakes more pixels beyond the line of the uvs), if you turn it up to 4 or 5 ish seems become less noticeable(no black lines) and ao maps can be blurred a lot easier in photoshop .


I then took this bake into photoshop and mixed it wa the base color layer from the origonal texture and got this(the hair is in a separate texture):

And here is it applied to the model:

then i rigged him(kept t reasonably simple for thenow , just basic sceliton , IK, eyebrowseyes and jaw.)
 i came into the problem on the eyes that i had made them not sphere at some point and that made the eye bones not work so i added new lower poly eyes and made them smalled aswell and a bit forther appart to fit more with the origonal sketch.
 I like the smaller eyes 

And then i animated, He is realy fun to animate. And the rig worked so that i could copy and paste the reverse pose for the other side of his body , so making a walk scycle only realy needed 2 poses 

Here is the first pose :
This images shows the way i do walk scyles now, only using 2 poses, and inverting them for others

and here is the animations iv did so far:
idle , walk, run, sneek



Animation critique welcome :D

Monday, 21 January 2013

Lost in the mist

Ok so hand ins are dun and i would like to say I had the weekend of but I instead made 5 characters only one of which is for this project. 

Boy model:

And here is the wire frame. I don't know if i like the way the mouth turned out yet, il try another few versions. 


This part is not realy much to do with honours projects. Just a little something i did over the weekend. I do plan on using some of the stuff i learn from doing this in my project though. Like dupli group and scene linking and some python aswell. Have been playing PlayStation All stars Battle Royal a lot with my flatmate and got annoyed at all the clasic PS1 characters missing from the Lineup, so decided to make some of them as if they were released on PS1.  So this is a De-make (remake for a lesser console) project and will hopefully turn out good one day, if Sony dose not shut me down.
Lara Croft, Abe, Crash, And Rayman,  all characters that should hve been there!all these characters have very basic walk cycles, jump, idle and attack animations. 


This screen shot is from unity 3d , i wanted to give the animaiton code a try and it turned out to be relativly easy but had some problems with animaitons not going back to idel at frst when using .fbx file but i loaded in the raw blender file and it fixed all the problems.

I bought a blender book on game making, called "the Blender Game Kit 2nd Edition"


I had a quick flick through and a chapter on mist caught my eye. it uses GLSL on the materials to add a mist using some ramps and some other nodes here is a picture:



I played a game from ludum dare and was amased by some the the visual efects and persepton of a mist effect. Since i played it i wanted to try this myslef and see what weird effects i could make quickly.
 game here:
And heres a couple of pics of the game above:




AndHere is a video of my test in action , i realy liked the way the tunnel worked in the origonal game and in the later part of this video explores shapes whitc get animaed and reveled al the player moves though the space. It creates a nice soft abstract feel and i could now implements some kind of fogging in my games.


Thursday, 17 January 2013

Character ortho sketches

Getting prepared for making these characters in 3d
I think these are the 2 designs for the main characters im going to use.


hers an orthographic sketch of the boy


hers an orthographic sketch of the old man


By picking characters with thin limbs it makes it easyer and quicker to ski and rig, also i like vharaters with thin limbs and there becoming popular in cartoons like spunge bob , flapjack and adventure time.





Wednesday, 16 January 2013

New story boards :D

So after the new story re-right iv only just gotten round to the larger story boards.
the stuff neer the end is still up for change.
Looking at them all on my desk makes me think that this is Marie too big a story to tell, i think i could make it in time though, will make a time schedule soon.






what you think of the story?

Time to test all my media tests against my Framework

So im going to start at the beginning and when i get to the end stop. Meaning im going in chronological order to when i made the tests. I have only chose the major tests


Test 1 Pencil
Artwork deconstruction 1 (Pencil)
Media
(Practical Media)                 
Graphite Pencil
Type of
(Paper, Canvas, Texture)
White paper, very subtle grain
Colour Pallet
White and grey/black
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, thick on outline, lines have grainyess to them and falloff
Object fills
(Colour, Texture, Brush Strokes)
white
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Some objects drawn can be represented in 3d(depends on style of drawing0
Shading and shadows
(Colour in relation to rest of scene, Shape)
Crosshatch, sketchy, light grainy, random
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
Yes sometimes motion lines

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Pencil)
Media
(Get a general feel of the media)
Yes
Type of
(Post Presses 2d filter or overlay containing paper texture)
No, al the texture is in the grain of the texture
Colour Palate
Grey/black and white
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, static scaled mesh for environment, grey/black , thickish, character is 3d rendered in 8 directions and displayed on a 2d plane
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv textures,  compozit nodes used an overlay texture for character renders, animated, sketchy ness, 4 images to switch between for Bg objects
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Yes
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Light , grey/black, non-dynamic, baked form Ao and texture overlay.
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Textures are animated, animated sketchy noise backed onto the objects ao maps
Additional comments
Using a 2d plane worked surprisingly well with only 8 directions of control on the character, but the bill boarding of objects would need a lot more angles to ge it to look right.
This test doubled as a unity test and I dound the work flow a little slow and realised that im not the ebst programmer, but can struggle by.


Pop art test(whamm!)
Artwork deconstruction (Pop art test(whamm!))
Media
(Practical Media)                 
Pop Art, screen print, repitition
Type of
(Paper, Canvas, Texture)
Paper/ canvis
Colour Pallet
Bold colors, black outlines
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Off Black outlines, thick, sometimes vary in thickness and have a polished look but a hand drawn ineficansies
Object fills
(Colour, Texture, Brush Strokes)
Solid sometimes slightly offset and out of the lines/ dots(half tone) colours are not all even, there is room for error
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Yes, explosions look flat though
Shading and shadows
(Colour in relation to rest of scene, Shape)
Halfl tone dots
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
Yes sometimes motion lines

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Pop art test(whamm!))
Media
(Get a general feel of the media)
Yes, but more so the modern pop art images maid with computers
Type of
(Post Presses 2d filter or overlay containing paper texture)
Inaccuracies of the original are not represented, No post prosess, all tricks are done in the object material
Colour Palate
Bright, bold
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, black, scaled mesh, no vatience in thickness
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv texturesfor the detail on the planes  and the balloon and can and explosion, shader nodes are used to add the half tone effect the the plain in real time whitch reacts dynamically to the position of the light, the sky is also a node set up using a view perimeter instead of UV
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Yes, elements sutch as the explosion and the clouds are flat but are constrained to always look at the camera.
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Halftone dots uses nodes to mask the areas whitch should now be effected
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

No animated textures
Additional comments
Pop art style has ben replicated and updated with modern printing technology and is now a lot cleaner than the old screen prints. As a result a clean look is acseptible as a pop art pice and this pice gets the look across without any of the originals ineficansys.


Artwork deconstruction (Sabature watercolour)
Media
(Practical Media)                 
Water colour
Type of
(Paper, Canvas, Texture)
Paper
Colour Pallet
Black, white, washy watercolour, pail , objects of interest contina more color to make them stand out
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Black pencil lines, medum thickness
Object fills
(Colour, Texture, Brush Strokes)
Some water colour bleed detail in plainer areas,
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Yes, represents 3d objects
Shading and shadows
(Colour in relation to rest of scene, Shape)
subtle darkening of textures
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
No

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Sabature watercolour)
Media
(Get a general feel of the media)
Yes, but is a little dark at times and the light is a bit to specular when close to walls
Type of
(Post Presses 2d filter or overlay containing paper texture)
Texture contains paper textures
Colour Palate
Pail backgrounds with objects brighter to stand out
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, black, scaled mesh, slight vatience in thickness, alpha pencil grit texture
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv textures drawn textures in photoshop with real water color scan for fills and color.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Yes
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Baked in texture shadows in the objects, the environment reacts to where the player is dynamicals and gets darker further into the cave
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Tried animated textures for the outline to make t look like its getting drawn but was removed later.
Additional comments
The benefit of this test was that the detail can be seen since its set in a close quarters environment. This also shows any mistakes and texture seems. The 2 texture changine depending on light proved harder than I thought.
Artwork deconstruction (Edge chronicles, pen and ink sketchy)
Media
(Practical Media)                 
pen and ink sketchy, book illistration
Type of
(Paper, Canvas, Texture)
Book Paper, off white
Colour Pallet
Off white paper, black ink
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, Varied line thickness, solid fill
Object fills
(Colour, Texture, Brush Strokes)
Sketchy textures / lines
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Mostly, some perspectives are weird
Shading and shadows
(Colour in relation to rest of scene, Shape)
crosshatching
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
Not in static images but yes in hand drawn animated examples

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Edge chronicles, pen and ink sketchy)
Media
(Get a general feel of the media)
Yes,
Type of
(Post Presses 2d filter or overlay containing paper texture)
No 2d filter, off white paper texture
Colour Palate
Yes, Black and white, no off white
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, vary in thickness, solid fill, scaled mesh
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv animated textures drawn textures, swaps between 2 images of the sketchy textures to look hand animated
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

No cheets, some planes used for hair and whispy bits
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Yes, dunamicly reacts to light, masking litend areas using nodes , limitations on number of light on 1 mesh and distance, realtime shadows in crosshatch , didn’t make seamless.and gets darker further into the cave
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Animated textre
Additional comments
The benefit of this test was that the detail can be seen since its set in a close quarters environment. This also shows any mistakes and texture seems. The 2 texture changine depending on light proved harder than I thought.


Artwork deconstruction (Adorable battles, water clour)
Media
(Practical Media)                 
watercolor
Type of
(Paper, Canvas, Texture)
Water colour textured paper, yellow
Colour Pallet
Yellow paper, grey outlines, light soft colours.
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, Varied line thickness, washy fill, frayed edges, wobbly
Object fills
(Colour, Texture, Brush Strokes)
Washy water colour
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
No, some elements have been flattened and would not work directly in 3d
Shading and shadows
(Colour in relation to rest of scene, Shape)
Ground shadows, objects are all basically full lit
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
no

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Adorable battles, water clour)
Media
(Get a general feel of the media)
Yes,
Type of
(Post Presses 2d filter or overlay containing paper texture)
Yes uses a paper image back gorund in view space
Colour Palate
Light colors, yellow paper
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, grey scaled mesh, used 2 layers of these with a displacement map of clouds applied whitch animated when the mesh moves
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv animated textures drawn textures in photoshop with overlays of watercolour paper and paint.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Made some 2d elements 3d like the tail of the monster. The feather on the knights head is a flat images and gets lost at some angles
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

No, has ground shadows
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Animated wobbly outline
Additional comments
This test get animated outlines working by accident, using 2 meshes for the outline realy added a nice touch but prove troublesome when duplicating the material.


Artwork deconstruction (That one guy, water clour)
Media
(Practical Media)                 
watercolor
Type of
(Paper, Canvas, Texture)
Water colour paper, white paper
Colour Pallet
white paper, grey outlines, light soft colours. greens browns
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, Varied line thickness, washy fill, frayed edges, wobbly, red ish brown,
Object fills
(Colour, Texture, Brush Strokes)
Washy water colour
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
No, some elements have been flattened and would not work directly in 3d, wolfs eyes are on one side of the head, trees look flat
Shading and shadows
(Colour in relation to rest of scene, Shape)
Ground shadows, objects are all basically full lit
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
no

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (That one guy, water clour)
Media
(Get a general feel of the media)
Yes,
Type of
(Post Presses 2d filter or overlay containing paper texture)
Yes uses a paper frame like in the origonal
Colour Palate
Light colors, yellow paper, greens browns
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, grey scaled mesh, used 2 layers of these with a displacement map of clouds applied whitch animated when the mesh moves
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv animated textures drawn textures in photoshop with overlays of watercolour paper and paint.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

The eyes of the wolf were made to always look at the player so that they could appere on one side of his head, the trees are on planes whitch track to the camera
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

No,
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Animated wobbly outline
Additional comments
The look at constraint didn’t work with the limit rotation constraint so the wolfs eyes followed u behind his head too



Artwork deconstruction (Boxer, oil paint)
Media
(Practical Media)                 
Oil paint
Type of
(Paper, Canvas, Texture)
Canvas,
Colour Pallet
Dark , sharp contrast in highlights, browns and yellows, black
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, subtle black rim,
Object fills
(Colour, Texture, Brush Strokes)
No visible brush strokes, fuzzy shading on dark areas,
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
No, some elements of the face seem 2 dimentonal.
Shading and shadows
(Colour in relation to rest of scene, Shape)
Strong dark/ black shading blurs into the light areas
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
no

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (That one guy, water clour)
Media
(Get a general feel of the media)
No, the modelling was ok the shaders didn’t work out
Type of
(Post Presses 2d filter or overlay containing paper texture)
No filter to make it look like canvas as the canvas is coverd
Colour Palate
Yes, Dull browns and yellows, might be slightly to light
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Scaled mesh
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv maps, normal map for muscle detail
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Normal map used to shading detail
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

Realtime shading, not strong enough contrast
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

no
Additional comments
This test was a little bit of a failure and I got bored with trying to get the noramls to work in nodes so moved on,

Artwork deconstruction (Train face boy crayon/ (charcoal))
Media
(Practical Media)                 
Crayon / (choral)
Type of
(Paper, Canvas, Texture)
Textured water colour paper
Colour Pallet
Soft pastel colors, (black and white)
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, Varied line thickness, washy fill, frayed edges, wobbly, darker color of fill color, (black outline)
Object fills
(Colour, Texture, Brush Strokes)
Washy water colour
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
yes
Shading and shadows
(Colour in relation to rest of scene, Shape)
Ground shadows, objects are all basically full lit
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
no

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Train face boy crayon/ (charcoal))
Media
(Get a general feel of the media)
Yes,
Type of
(Post Presses 2d filter or overlay containing paper texture)
Uses a background texture of paper
Colour Palate
Yes,
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, scaled mesh, used 2 layers of these with a displacement map of clouds applied whitch animated when the mesh moves
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv animated textures, switches between 2 hand drawn images with physical media then scanned in.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

yes
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

No,
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Animated wobbly outline, animated 2 texture filpping
Additional comments
All 4 of these tests turned out realy good for different reasons, the animated texture ones realy look hand drawn then they are moving, this post has a high following online.


Artwork deconstruction (You are the dragon, watercolour fantasy poster)
Media
(Practical Media)                 
Old fantasy poster sketcy lines
Type of
(Paper, Canvas, Texture)
Parchment/ old paper
Colour Pallet
Sepia dull faded colors, reds greens, blues
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )

Sketchy filled
Object fills
(Colour, Texture, Brush Strokes)
Washy  colour
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
yes
Shading and shadows
(Colour in relation to rest of scene, Shape)
Ground shadows, objects are all basically full lit
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
yes

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Train face boy crayon/ (charcoal))
Media
(Get a general feel of the media)
Yes
Type of
(Post Presses 2d filter or overlay containing paper texture)
Paper texture is baked into the texture
Colour Palate
Yes
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes, scaled mesh, uses displacement map to addd varience in line thickness,
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv animated textures, switches between 2 hand drawn images with physical media then scanned in.
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

yes
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

No,
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Animated wobbly outline, animated 2 texture filpping
Additional comments
All 4 of these tests turned out realy good for different reasons, the animated texture ones realy look hand drawn then they are moving, this post has a high following online.