hello!
i am working on stylized game prototype and i want to achive "painterly" and "brushy" feel and am stuggling with achieving saturated highlights like on the 2d refs below (bright blue highlights on barrels and orange highlights on hand). i know the easy way is to add them on the albedo map, but i don't want everything to be highlighted all the time and to be always the same color, the goal is to make it as dynamic as possible and to react to different light intesities and colors. ideally i would like to have some kind of mask that makes highlight zones receive 100% of light and the rest of texture to received 25-50% or something. i tried different combinations of roughness, specular and ao values, but it still gives me too realistic shading and contrast is not stylized enough. maybe it can be achieved through post proccess iso materials?I would really appreciate any help on this matter. Thank you in advance!
Replies
Then as you also mentions you can push the whole look and feel with post processing in the desired direction
Last but not least I would say a custom surface shader might be what you're after as you can do all these specific tasks you described there best.
All of the above combined with painterly / styled texture maps and you should be able to achieve what you're after.
As the defs from Disco Elysium said: CGI constantly tries to push the look into a certain style and you have to battle it if you want to go somewhere else