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How do I achieve this effect and style with 3D models?

I've been working on a project for a short film and I'm intrested in achieving this character style but there seems to be little info on what this effect is called. I love the cell shaded art style and I want to replicate this in a way that I can animate a specific character.
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>>513729
> there seems to be little info on what this effect is called
> I love the cell shaded art style
>what this effect is called
>cell shaded

Two-tones, one light, one shadow. Each dogeman there may have their own light sources. Their shirts are shadeless for effect. etc.

NPR work is pretty much entirely, a: knowing what you want, b: getting creative in order to achieve the desired effect.

Math skill are probably extremely useful here.

If you want some professional insight, there is great translation of a breakdown of how the artists of the video game Guilty Gear Xrd did their stuff out there. It shows off a bunch of little tricks they pulled to get their desired look.
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flat shading. easiest thing to implement to almost every 3d program out there.
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https://www.youtube.com/watch?v=UbQgXeY_zi4
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What the fuck, board ate my reply. Jist of it

>>513733
Not that simple.

>>513731
Also, compositing.
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>>513731
One particular trick I remember is to wrap your model with a simplified mesh, and use that to self-shadow, since drawn characters typically have shading that's defined fairly vaguely.
For instance, a character might be wearing a coat with a lot of wrinkles in it, but the shading will only follow large-scale folds.
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http://youtu.be/yhGjCzxJV3E
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>>513729
It's just a ramp shader with no interpolation, and you adjust the ramp position per shot to achieve the level of balance between light/shadow that you want.



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