While describing the style which required line art and potentially a cel shader, it would be a good idea for the 3D elements to not look out of place. Which compelled me to look into post processing and try and see what we could achieve in a more convenient way our style without only using textures. My research though evolved with our idea, initially it was simply line art we were interested in like the grease pencil in blender and perhaps a combination of a celshader so it looks like the style Sophies guide expressed, a 2D simple style. The result although what we wanted, we didn’t like it as a group but it was a small practice with the nodes in Unreal engine and it led into looking at a painterly style which sounded like it aligned with our concept for the character, a little artist, because he has a power to draw things that will come in handy when he goes into his adventure.
I liked the flexibility of the painterly shader, with the instances it allowed me to customise it as much as I wanted to and the look of brush strokes like that of the many painting worlds in video games like the witcher 3, oblivion and more, fit into our concept in more of a creative way then just the celshader. But when we reached the final stages of our game the clutter of objects in the world made the post processing effect feel overwhelming and hazy, it might be since our character is so small in comparison to the world and made it harder to see in the end.
Painterly guide I followed: https://youtu.be/JWCponhcSao?si=_PRFMFRJD9jrGECU
Celshader:https://youtu.be/RkFwe7JI8R8?si=RfipyNrp87CKvXQJ
Although nodes looked intimidating in the start, I realized that once I was familiar with how they worked it started making sense and encouraged me to try and to recreate the effect without the help of the video at some points, but I couldn’t get there yet.
The few I looked into and my tests:
painterly and celshader/ painterly:
painterly:
Celshader:
Line art and celshader:
Line art and painterly with exclusion node on sofa: