It's all look pretty much like CelShading Toon Shading (you can google both and how it works.) with flat colours. In Arnold you have basically there a slot for Diffuse Flat Colors and can readjust color of the Shade that works something like on the screenshot. Shade color also can be connected to the diffuse color with…
OK some updates: - slightly cleaner diffuse map - deleted "diffuse-to-normal" pass from normal map (crazy bump) - updated specular Feedback is welcome.
Ok add me on steam: linkooo http://steamcommunity.com/profiles/76561197990430245/ I have implemented the ability to bake a diffuse map from the cycles diffuse color.
Update on the Diffuse, went back and reworked the arms/wrists area so will i've left their diffuse for last. I forgot to include the Chainsaw in this shot.
Great! The bottom lighting-only image is looking better overall than the diffuse+lighting. This is a great read on the subject of why: http://udn.epicgames.com/Three/Lightmass.html#Diffuse%20Textures
the hilt looks a bit cloudy. and the scratches on the tip of the blade are too apparent in what ill guess is the diffuse. keep the scratches at a low opacity in the diffuse and make it white in the spec.