This is basically a mutation of materials, between Poju’s Fathead & phil’s seemingly aborted yet excellent attempt. I started on this exercise by trying to get phil’s material working with raytracing. I [may have] solved the problem by turning down the size value of the toon diffuse area quite significantly to cancel out the artifacts, using Poju’s specular settings as an example of the direction to go about smoothing things out. I’m not certain if I’ve ruined the effect or not, but that’s why I’m here posting my progress.
edit: Above comment is outdated, I am now taking a different approach to shading.
Last Toon Shading Render (For Comparison)
Full View - Warning: Polygonal Nudity (Current)
Blend File (608 KB) (Current)
I’m still fine-tuning the shading & need to go back in at the textures. I’m also trying to see what more I can incorporate from that maya tutorial on skin shading.