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He used ZBrush but since arnold has a toon shader now, how would you tackle this?
>>
given the complexity of the shadows and how they conform to the underlying forms of the model, i'd say those "lines" that look like medical muscle diagrams are actually sculpted detail or created through the use of a normal map (since the model is in different poses)
a toon shader that is basically a color ramp with multiple stops is then applied. these stops define the boundary between shadows and mid-tones, mid-tones and highlights, as well as an extra stop for highlights within the highlights (see back of helmet in pic1 [black > green > lime > yellow])
after that, you then set the camera to render using orthographic projection to remove the sense of depth and maybe use a lattice to make adjustments in the relative size of each body part
to make the streaks of color in pic2, since it's a still render, you could just use a single, flat-shaded polygon constrained to always face the camera for each streak. another method would be a flat-shaded polygon using vertex colors and a transparency map




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