thanks, we did in fact graduate with this short!
bedankt dave!
The control pass contains a different type of shadowing in each channel, R=hard shadow (ramp + surf lum) G= soft (,) B=AO. Also a mask pass with 2 different facing ratios were put out. We use the seperate channels to color correct the diffuse color pass.
So basically no shader, just surface shaders with some ramps. All done in compositing, hand painted textures are the important base.
The environments also have a slight minimax - median filtering going on. (I use this instead of lensblurs for painty effect) and to creat paintstroke look for the stone. Hope it helps! If we have time and if theres enough interest maybe we’ll fix a short making of.
thnx guys!