Hey thanks everyone for the replies and positive feedback…
Renaud;
as far as the texturing goes, if you can find any notes from this recent GDC, it was fully explained;
We wrote a shader that generates hatch marks, a graphic outline, rim light, among other things I don’t fully understand (didn’t write it, just used the tool)…as far as the texturing process goes, it was simple…after generating an ambient occlusion map, we would use that as the base for the diffuse color; since we knew it was a illustrated/graphic effect we were aiming for, we would mostly just use a wash approach as opposed to a ton of intricate detail…the only manual technique to approximate an illustrated look was to draw contour lines and highlights on the color map, just to push the hand drawn look…much of that was done by hand, but really the rendering engine was responsible for how it came together…we didn’t want that glossy appearance to our normal maps, perhaps just excluding spec acounted for that…
Wish I could go into further depth, but like I said, if u can get a hold of the GDC material, that would explain all,
-J