Exhaaaaaaausted this week...
I can't wrap my head around any grandiose schemes at the moment, so I thought I would do some experiments. Blender3D has two rendering methods, Blender Render and Cycles. I'm very familiar with Blender Render, but Cycles is a new thing which is supposed to look more realistic, and it's closer to the Mental Ray renderer for Maya that I learned in school. So I wanted to do some experiments and see what I could get out of Cycles.
So here are some experiments I did to chip the surface a little. Click to enlarge.
The different versions are different ways that I could render skin textures.
#1 (Top Left) is Cycle's Toon Shader. Doing an actual cell shaded look is stupidly difficult to pull off with Cycles, but the Cycles Toon Shader can still do an interesting hand drawn sort of look to it. The lighting is different.
#2 (Top Right) is a multi-layered approach designed to approximate real-life skin. The hair is done with an Anisotropic Shader.
#3 (Bot Right) is the real-life skin, plus a cranked up "glossy" shader meant to look like wet or lubed up skin. This level of gloss is a bit extreme, something between #2 and #3 would be more ideal.
#4 (Bot Left) is the Velvet Shader, which is out of place on the shark, but might be how I do furry or feathery critters.
Let me know what you think.
EDIT: Oops, fixed the spritesheet a little