Wednesday, 16 January 2013

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.




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