This was an exercise in making a pure illustration shader. The inspiration for the shader was Kim Hyung-Tae. The models are not in his style but the rendering of the shader was meant to imitate his style.
The nude was also an experiment in rigging. The intent wa to develop skeleton that mimicked the bones and muscles more accurately than a typical game character skeleton. No deformers were used, and I tried to keep the bone count in game resolution land. One of the primary focuses was on the shoulder since this is a really tricky area.