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Independent Software Consultant • safwur.comlettier.github.iogithub.com/lettiermedium.com/@lettier
lettier.com

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Thanks. They are procedurally generated. The contoured hatching uses the object coordinates and the wave texture. The terminator line uses the normals and the difference between two color ramps.

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Another thing you can do to sell the illusion, for your assets, is to add a "Stepped Interpolation F-Curve Modifier" to the animations. This will provide an extra bit of low fidelity.

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More work on the exterior. Added some barrels, bunting, balloons 🎈, and animations. Modified the window.

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Working on the exterior.

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I implemented the Kuwahara filter in using compositor nodes. It's a little slow but Kuwahara can run in real time as a Still, if you're looking for that broken color, impressionist look, Kuwahara is a great technique.

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For Eevee, you can use the AO as a map inside the compositor by setting the factor to zero and checking AO under passes. With the AO as a map, you can manipulate the render result in different ways like hue shifting and cel shading.

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Here's a screenshot so you can see the detail. Would a game in this style interest you?

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WIP. More modeling. Playing around with the coloring.

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