I wanted to see how it would work on character models - so I took some old models I had been previously working on and applied it to them.
I included a lot of options for colour and shading adjustment, so that lots of visual styles can be achieved.
This was a project I worked on as a study into post-processing materials in Unreal Engine 4. My goal was to recreate the aesthetic of a traditional watercolour painting.
The main shader uses ramp textures to modulate light and shadow, has outlines with customisable thicknesses dependent on depth and ambient occlusion, and incorporates hatching for an extra bit of dimension in shadowed areas. It is used in conjunction with a Kuwahara filter, which was based upon a youtube tutorial by Matthijs Verkuijlen [https://www.youtube.com/watch?v=Pe3Yt3DUp04&t=1073s].
As a part of this project, I worked on a blog to document its development - which can be viewed here: https://louisecrouch701.wordpress.com/category/gam705/