Acting upon my plan to explore stylised workflows, this recent project has finally been marked as part of my 3rd year of my UOG education.
I'm super happy with the the grade and the quality of the work I have produced, as emulating an existing, complex, art direction has been something I've always wanted to do. All assets in this scene are game ready and rendered in UE4 using a custom outline and cell shader applied as a post fx (links to how to do this supplied at the bottom).
While the modelling was fairly straight forward due to the unaffected proportions of each mesh, the texture-work would be doing most of the heavy lifting, specifically the diffuse of each material. The diffuse maps in this scene were by far the most time consuming part of the production process. Details, like lighting, colour and any noise details needed to be manually painted in Photoshop and could not be mip-mapped due to the steep loss in quality and sharpness in the final material.