The only area this thick outline became an issue was with the greenery in the scene. This sort of “faked” more toon-shading where the main mesh’s outline didn’t show, and I really liked how this looked in combination with the larger outline. After some trial and error, I decided to paint more simple and thin secondary outlines into the albedo maps themselves. I was trying to find a happy medium where the image could mimic a flat drawing or painting, and having an outline primarily on the exterior wasn’t really conveying this. At first, this was all I used in the scene, but it didn’t really feel graphic enough for the stylized look I wanted. This way, no matter which angle the camera turns to, there’s always a slight outline around the entire mesh moving along with the camera. Then in Marmoset, I added a simple black shader without any gloss/spec to give it a matte-outlined finish. To add the thick outline around the entire model all I had to do was duplicate the mesh, invert the normals and add a small push modifier in 3ds Max. Using a subtle outline really helps an environment feel finished and grounded in its space, plus I’ve never had the chance to properly use it so I was keen to try. I’ve never done cel-shading before but I’ve always loved the look of it and how graphic it can make a piece feel. With a diorama, you can move the camera around the entire model and make it feel composed from all angles, and it makes the piece more interesting in my opinion. It would be much more difficult to make this for an open world shot, as it can be tricky to fill up a scene naturally while maintaining a decent composition for different shots and perspectives. They are also strategic for the artist since they usually look nice from almost every camera angle. Generally, I really love CG dioramas because they feel self-contained and complete. My final thought was that the concept would lend itself easily to the idea of a little diorama since it was so focused on the house itself and less on the ground plane around it. Along with that, I thought adding a toon-shader to outline the piece would be nice with the style, which is something I have wanted to experiment with for a while. Looking at this concept I thought it would easily combine hard surface modeling with organic sculpting, and also work well with a more stylized and cartoonish style.
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