i checked with kat if i could post this new topic in this part of his forum, as it's not currently for a video game, although it uses similar mesh modeling, uv unwrapping, rigging and bone animating tech.
www.youtube.com/user/rattyredemptionall of my uploads to yt so far have been short low res test renders. they should give an indication of the art style.
some of the earlier videos show my first attempts at animating the alien jellyfish. i need to practice more on those as the animations aren't fluid enough for my liking. i am pleased with the background animations though.
eventually i would like to have the finished animations as interactive dream sequences in the video game project i'm also concept designing. if i work more on that project in the future, i'll also cover the wip here on katsbits and possibly over at blender artists forums.
currently the visuals for the music video project have all been done in blender 2.6x using procedural generated 2d textures, which are key framed with blender's graph and node editors.
as far as i know shader node materials are not currently supported by most game engines, if any, although maybe i could use pre-rendered 2d animated textures if eventually needed for the game project.
most of the background materials and meshes, may look very similar to each other, apart from color palettes, but they do have subtle changes in the movement of the materials and or camera and mesh deformations.
the youtube versions archive the development over several months, as i improve my use of the tools and refine the vision i have for this project.
the foreground will mainly be the alien jellyfish i first started covering in this topic:
http://www.katsbits.com/smforum/index.php?topic=6.msg2243#msg2243the first image below is one of the node material setups.
the next two images show one of the background meshes at different times during the animation, as well as it's deformation rig and camera. the node material is different for the last image.