History ArtEvolution / Webanimation

17th Aug '17 1:11:14 PM Vrahno
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** At first, the animations, as well as the game, blended rough 3D graphics with 2D Flash animation, and as such, some of the movements had many individually rendered frames showing off bodyparts/machinery from just slightly different angles. The characters also had a lot of shading, and the backgrounds were ''immensely'' detailed, but they were often OffModel. As the game progressed, the visuals changed to standard 2D imagery, with the animation consisting of [[ClipArtAnimation the same couple of images being repositioned to simulate movement]]. The characters only had a few basic angles to their parts, and barely any shading that matched their environment, which also became less detailed but more stylized and "clean". So when you went back to the first areas of the game, characters suddenly tended to look out of place.
** The Kanohi Pakari, Great Mask of Strength (the type of mask worn by Onua Mata). It went through several redesigns, even though the actual {{LEGO}} piece itself was not all that complicated. When Onua first appeared, his mask looked really close to the real piece, with some minor differences. By the end of the game, he and all other Pakari-wearers were outfitted with a completely OffModel-looking mask that only faintly resembled the original. When the web episodes took over from the game, the animators thankfully settled on a design that later became standard, and looked exactly like the Pakari.

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** At first, both the animations, as well as animations and the game, game blended rough 3D graphics with crude 2D Flash animation, and as such, some animation. Some of the movements had many individually rendered frames showing off bodyparts/machinery from just slightly different angles. The characters also had a lot of shading, and the backgrounds were ''immensely'' immensely detailed, but they though some of the textures were low-quality jpeg images. Characters were also often OffModel. OffModel, since their sprites were based on bad quality photos of Franchise/{{LEGO}} pieces and primitive 3D models. As the game progressed, the visuals changed to standard 2D imagery, with the animation consisting of [[ClipArtAnimation the same couple of images being repositioned to simulate movement]]. simplistic ClipArtAnimation. The characters only had a few basic angles to their parts, and barely any shading that matched their environment, which also became less detailed but more stylized and "clean". "uniform". So when you went back to the first areas of the game, characters suddenly tended to look looked out of place.
** The Kanohi Pakari, Great Mask of Strength (the the type of mask worn by Onua Mata). It went through several redesigns, even though in the actual {{LEGO}} piece itself was not all that complicated. game by Onua, Kapura, Hafu and Onepu. When Onua first appeared, his mask looked really close to the real piece, with some minor differences. piece. By the end of the game, he and all other Pakari-wearers were outfitted with a completely OffModel-looking mask that only faintly barely resembled the original. When This is due to the game designers confusing the Pakari with the Ruru (mask of Whenua and Taipu), and created an odd mix of the two. They even switched the masks of Hafu and Taipu, and incorrectly gave Kapura a Pakari. Faulty reference images and miscommunication with LEGO are likely to blame. Beginning with the second episode of the web episodes took over from the game, animations, the animators thankfully settled on a new design that later became standard, and looked exactly like the Pakari.
24th Apr '17 2:03:50 PM Byzarru
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* Many ''VideoGame/GarrysMod'' users tend to do this as time goes by and they learn the craft more. Notable examples include WebAnimation/RubberFruit, Dr. Face, and EltorroRus64, all of whom started off with standard sketchy animation and eventually worked their way up to something you'd expect from a big budget stop-motion film.

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* Many ''VideoGame/GarrysMod'' users tend to do this as time goes by and they learn the craft more. Notable examples include WebAnimation/RubberFruit, Dr. Face, and EltorroRus64, WebAnimation/Eltorro64Rus, all of whom started off with standard sketchy animation and eventually worked their way up to something you'd expect from a big budget stop-motion film.
19th Mar '17 10:02:03 AM nombretomado
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* One could say the art style for ''NeuroticallyYours'' went through this, starting from very rough design and animation and it now a lot smoother.

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* One could say the art style for ''NeuroticallyYours'' ''WebAnimation/NeuroticallyYours'' went through this, starting from very rough design and animation and it now a lot smoother.
15th Feb '17 1:44:50 AM bwburke94
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** ''Franchise/AceAttorney'' characters, who use their in-game sprites, went from the pixel-ly sprites of the NintendoDS releases to the much smoother artwork of the iPad's HD re-release whenever they are compatible. Besides that, the dialogue box's font was changed to the same one used in ''Ace Attorney''.

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** ''Franchise/AceAttorney'' characters, who use their in-game sprites, went from the pixel-ly pixely sprites of the NintendoDS UsefulNotes/GameBoyAdvance and UsefulNotes/NintendoDS releases to the much smoother artwork of the iPad's HD re-release whenever they are compatible. Besides that, the dialogue box's font was changed to the same one used in ''Ace Attorney''.



* ''WebAnimation/{{RWBY}}'' undergoes a pretty steady evolution due to both the growing crew and tightening schedule. The original trailers, primarily made by series creator Mounty Oum, featured stark, stylized environments and enjoyed extremely fluid animation due to being released months apart. The first season proper switched to more generic, somewhat tacky backgrounds and generally rougher animation, while the second season began utilizing a darker and more futuristic look for the backgrounds and featured generally better animation due to new and improved character models. Season 3 uses the same models but with higher polygon counts. Season 4 features a completely different style due to switching art programs.
* Deliberately {{invoked|Trope}} in season 7 of ''WebAnimation/SonicForHire''. The end of the previous season had Sonic resetting a UsefulNotes/SegaGenesis, and essentially, existence. The only thing that remains of the characters is a couple of moving pixels. Halfway through the episode, the characters start to rebuild their life, and the artstyle resembles an {{Atari 2600}} game. Come episode 2, and the artstyle is back to normal. It did take a whole week for this to happen, though.

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* ''WebAnimation/{{RWBY}}'' undergoes a pretty steady evolution due to both the growing crew and tightening schedule. schedule.
**
The original trailers, primarily made by series creator Mounty Oum, Creator/MontyOum, featured stark, stylized environments and enjoyed extremely fluid animation due to being released months apart. The first season apart.
** Season 1
proper switched to more generic, somewhat tacky backgrounds and generally rougher animation, while the second season animation.
** Season 2
began utilizing a darker and more futuristic look for the backgrounds and featured generally better animation due to new and improved character models. models.
**
Season 3 3, the first produced following Oum's [[AuthorExistenceFailure premature passing]], uses the same models but with higher polygon counts. counts.
**
Season 4 features a completely different style due to switching art programs.
programs. Every major character received a new model.
* Deliberately {{invoked|Trope}} in season 7 of ''WebAnimation/SonicForHire''. The end of the previous season had Sonic resetting a UsefulNotes/SegaGenesis, and essentially, existence. The only thing that remains of the characters is a couple of moving pixels. Halfway through the episode, the characters start to rebuild their life, and the artstyle resembles an {{Atari UsefulNotes/{{Atari 2600}} game. Come episode 2, and the artstyle is back to normal. It did take a whole week for this to happen, though.
26th Dec '16 8:22:46 PM Pichu-kun
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* ''WebAnimation/{{RWBY}}'' undergoes a pretty steady evolution due to both the growing crew and tightening schedule. The original trailers, primarily made by series creator Mounty Oum, featured stark, stylized environments and enjoyed extremely fluid animation due to being released months apart. The first season proper switched to more generic, somewhat tacky backgrounds and generally rougher animation, while the second season began utilizing a darker and more futuristic look for the backgrounds and featured generally better animation due to new and improved character models. Season 3 is set to use with same models but with higher polygon counts.

to:

* ''WebAnimation/{{RWBY}}'' undergoes a pretty steady evolution due to both the growing crew and tightening schedule. The original trailers, primarily made by series creator Mounty Oum, featured stark, stylized environments and enjoyed extremely fluid animation due to being released months apart. The first season proper switched to more generic, somewhat tacky backgrounds and generally rougher animation, while the second season began utilizing a darker and more futuristic look for the backgrounds and featured generally better animation due to new and improved character models. Season 3 is set to use with uses the same models but with higher polygon counts.counts. Season 4 features a completely different style due to switching art programs.
29th Oct '16 5:03:35 PM nombretomado
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* The art in ''HappyTreeFriends'' became less stiff and more "cute" over time, mainly by making them overall a little rounder and cartoonish. The overall animation quality also improved. A more specific example is the appearance of Flippy's evil SplitPersonality. In his very first episode, he looked exactly like normal Flippy. After that he gained greenish-yellow eyes, CreepyShadowedUndereyes, and crooked teeth. This would remain for a few episode before the crooked teeth were replaced by [[FangsAreEvil fangs]] in late season 2, finalising the design.

to:

* The art in ''HappyTreeFriends'' ''WebAnimation/HappyTreeFriends'' became less stiff and more "cute" over time, mainly by making them overall a little rounder and cartoonish. The overall animation quality also improved. A more specific example is the appearance of Flippy's evil SplitPersonality. In his very first episode, he looked exactly like normal Flippy. After that he gained greenish-yellow eyes, CreepyShadowedUndereyes, and crooked teeth. This would remain for a few episode before the crooked teeth were replaced by [[FangsAreEvil fangs]] in late season 2, finalising the design.
10th Sep '16 11:43:50 PM TheDarkFather
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* ''WebAnimation/AdayWithBowserJr''. The series began with sloppy Flash videos before slowly improving in quality. Today, the videos are animated in crisp 3D animation.
21st Aug '16 11:30:57 AM nombretomado
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* While it isn't a leap by the standards of other examples due to the simplistic style, there is a noticeable jump in quality from episode 1 of ''DSBTInsaniT'' to episode 2 onward.

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* While it isn't a leap by the standards of other examples due to the simplistic style, there is a noticeable jump in quality from episode 1 of ''DSBTInsaniT'' ''WebAnimation/DSBTInsaniT'' to episode 2 onward.
9th Jul '16 2:41:37 PM nombretomado
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* The ''Franchise/{{Bionicle}}'' Flash episodes (which consisted of [[CutScene cutscenes]] from the ''Mata Nui On-Line Game'' and a short series of non-game animations) went through some degree of evolution:

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* The ''Franchise/{{Bionicle}}'' ''Toys/{{Bionicle}}'' Flash episodes (which consisted of [[CutScene cutscenes]] from the ''Mata Nui On-Line Game'' and a short series of non-game animations) went through some degree of evolution:
8th Jul '16 9:24:04 AM Josef5678
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* While the AnimatedAdaptation of ''Webcomic/TheBedfellows'' has always been rather stiff and limited, more recent episodes have had the occasional AnimationBump, full-body shots and more expressive Flash puppets.
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