Idea for the story board/scenes are from a fairy tales my granfahter used to tell me about some of the detail were different from the original but the main part were the same.

I will try to represent the scene were the food fall.

The Fox and the Crow

It was a fine summer’s day and fox was out for a stroll when he spotted a crow sitting on a high branch of a tree. The fox couldn’t help but notice that the crow had in his beak a very large chunk of cheese! The fox being a crafty fox, and the fact that he’d not yet had his breakfast, decide that this was too good an opportunity to miss, and sat down at the foot of the tree. He watched the crow as he thought to come up with a ruse which would deliver the cheese to him. The crow eyed him suspiciously, being very much aware of the fox’s reputation. But she considered herself quite safe, as it is well known that foxes do not climb trees.

“My my”, said the fox at last, looking up towards the crow, “What a magnificent noble bird I see before me! Your beauty is indeed without equal, mistress, and the effect of the sunlight on your feathers is surely beyond compare! I heard from my friends that it is your voice, however, that is your finest attribute, and I have been longing to hear you sing!”

Now the crow had never really given much thought to the quality of her voice, but she was mightily flattered by the fox’s compliments. As a result she forgot all about her suspicions, and threw caution to the wind. She opened her mouth, and started singing a tune, as loudly as she could: “caw craw craw!” As soon as she did so, of course, down fell the cheese, and the fox put her paw over it.

“Well, mistress, you do indeed have a fine voice”, he called out to her, “if only your brain was quite as sharp!”

Aesop

http://www.fairytalesoftheworld.com/fairy-tales/european-stories/fox-and-crow.html



Abstract
The goal of this project is to create my own toon shades and apply them to a scene.
I did not use the landscape models or the art style i originally used in my drawing.
I created a different type of toon shader from my original goal.

Introduction
My Goal for this project is to create a "toon shader" or a non-realistic shader. In my presentation i was looking at games whit painterly characteristic. i was looking at "Zelda and Okami" as a source of inspiration. During my research i found many different example and styles. One style standout from the rest it was a low-poly almost 2Dish. Each artist had his or her shader the only common between them was the use of simple and almost paper like look.

Research
I had to start my research from the very beginning, i had to learn how to use the software because i did not use it for many years. I followed tutorial on how to use hyper shader. after that i tried deconstructing the sample included in Maya for toon. I found one tutorial but it was outdated and missing steps but the shader network was posted online. i deconstructed the network and managed to recreate each element by trial and error.


Reference art style


Art style i liked which inspired

Test
Lambert is the best material for my use because it has very little reflection or metallic property. Initially i started making a cartoon style shader but it did not reflect what i was looking for. After that i moved to water color style the shader it had lower opacity so we could see the color overlap. i also tried using images to see if t could fake a painterly look but it did not give a positive result. Finally i saw some art whit very colorful imagery which inspired me to create the final shader i did.


My final shader network

Light behavior on different material

Gamma correction

Shadow and noise Testing

Analysis
I started creating many objects and other assets but in the end i only ended up using a small amount of them. The end product is very simple and colorful. I made it so that each different face of the object had its own color. i wanted it ti look like a tree in fall with different color. The final shader looks like the art i used as reference but its different enough so that its is my own creation.


Final result

Bibliography and references


The last example is about toon shader it helped me figure out what i needed for my shader
Here are my steps to generate a terrain that i will use in my second project. I started with a specific seed and coordinates in "minecraft". The game creates randomly generated terrain but each terrain has a seed value on which it bases the generation.

After the chunks that i wanted to use i edited the rest of the world out using "MCEdit". I edited out all the unwanted objects and item from my scene. all the different material were merged and the different object merged. Using "Mineways" a tool for 3D printers i was able to export a .OBJ to use in Maya.

Once all the geometry was correct and all the holes were plugged i scaled the object to the proper size. I am in the process of populating the land whit simple model of animals, vegetation and rocks. After that i will start allying my shader to the different object in my scene.

 My reference images for my landscape



CART434 Advanced 3D Studio


Artistic Shader

Description:
The goal of this project is apply my toon shades to a small scene and create a simple animation

Objectives:
Model scene
Rigging character
Animate character

Expected Results:
A small video of a simple animated scene of a low poly world

References:
Look and simple animation that i am aiming for

Resources:
The last example is about toon shader it helped me figure out what i needed for my shader
http://stevenchan.us/facing_ratio_shader_node_in_maya

Research Steps:
How to use Joint Tool
 
How to UV Mapping

How to animate

Resource needs:Maya
Photoshop
Video editing software

R&D tests:
Rigging character
Animating character

Pipeline:
Create a small animation in maya and in 4 weeks have it working


Game assets

Description:
For this project i want to work with game assets, extract them from the game and use them in Maya ans if possible ad them back in the game.

Objectives:
extract polygon model, texture and other assets

work whit them in maya
import modified assets back to the game

Expected Results:
How to work whit object made in different file format not compatible whit Maya and understanding how to make it work in game


References:


Resources:


Research Steps:
How to export object from game, convert them to workable files, export changed object, import new object in the game

Resource needs:
Maya, Photoshop, Games, Programing software

R&D tests:
export object fro the game
modify object in Maya
import object in game

Pipeline:
Convert game assets to workable Maya files
Abstract
The goal of this project is to create my own toon shades and apply them to a scene.
I did not use the landscape models or the art style i originally used in my drawing.
I created a different type of toon shader from my original goal.

Introduction
My Goal for this project is to create a "toon shader" or a non-realistic shader. In my presentation i was looking at games whit painterly characteristic. i was looking at "Zelda and Okami" as a source of inspiration. During my research i found many different example and styles. One style standout from the rest it was a low-poly almost 2Dish. Each artist had his or her shader the only common between them was the use of simple and almost paper like look.

Research
I had to start my research from the very beginning, i had to learn how to use the software because i did not use it for many years. I followed tutorial on how to use hyper shader. after that i tried deconstructing the sample included in Maya for toon. I found one tutorial but it was outdated and missing steps but the shader network was posted online. i deconstructed the network and managed to recreate each element by trial and error.


Reference art style


Art style i liked which inspired

Test
Lambert is the best material for my use because it has very little reflection or metallic property. Initially i started making a cartoon style shader but it did not reflect what i was looking for. After that i moved to water color style the shader it had lower opacity so we could see the color overlap. i also tried using images to see if t could fake a painterly look but it did not give a positive result. Finally i saw some art whit very colorful imagery which inspired me to create the final shader i did.


My final shader network

Light behavior on different material

Gamma correction

Shadow and noise Testing

Analysis
I started creating many objects and other assets but in the end i only ended up using a small amount of them. The end product is very simple and colorful. I made it so that each different face of the object had its own color. i wanted it ti look like a tree in fall with different color. The final shader looks like the art i used as reference but its different enough so that its is my own creation.


Final result

Bibliography and references


The last example is about toon shader it helped me figure out what i needed for my shader

Download
PDF

 
Toon / Artistic Shader


Description & Objectives:
The goal of this project is to create my own toon shades and apply them to a scene.
I did not use the landscape models or the art style i originally used in my drawing.
I created a different type of toon shader from my original goal.

Expected Results:
Reference art style
Final result

References:
Art style i liked which inspired

Resources:
The last example is about toon shader it helped me figure out what i needed for my shader

Resource needs:
I only used Maya and did not use any other software
I could have done it in Photoshop a lot faster but it would not have been challenging enough

R&D tests:
My final shader network

Light behavior on different material

Gamma correction

Shadow and noise Testing
Final Pipeline:
  • R&D
  • Shader networks
  • 3D models
  • Linear Workflow + Physical sun and sky
  • Shadows
  • Toon lines + Paint effects
  • Noise
  • Toon lines to Polygon