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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