If you need to exaggerate the silhouette of a mesh, consider applying simple subdivision and a cast modifier. You can control the cast effect using an empty. Apply the decimate modifier (set to planar) after the cast to counteract the simple subdivision. #b3d#lowpoly
For a brushed metal effect (anisotropic shading), connect the geometry node's tangent output to the fresnel node's normal input. You can then run this through a color ramp for a cel shaded look. #b3d#lowpoly