@tryhardblackguy 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.
Another thing you can do to sell the #pixelart illusion, for your #b3d#lowpoly assets, is to add a "Stepped Interpolation F-Curve Modifier" to the animations. This will provide an extra bit of low fidelity.
I implemented the Kuwahara filter in #b3d using compositor nodes. It's a little slow but Kuwahara can run in real time as a #shader. Still, if you're looking for that broken color, impressionist look, Kuwahara is a great technique. #lowpoly
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. #lowpoly#b3d#gamedev