How can i get this look in a mobile game?

hi everyone, we are currently halfway through making a game for the mobile platform using unity. the final ingame look that we are aiming for is exactly like the look below in terms of the flat toom shaded style. however, we are getting issues with the outlines being more sketchy than uniform. how can i get my ingame toon shader to look exactly like the image below.

You want a 3d character to look like this when it’s shaded? Better to find an actual 3d shaded reference as opposed to this, as it this may actually be impossible. Yes you can theoretically get a model to look like this from one angle, but i doubt that something like this can be made to follow 3d and remain consistent in quality.

These are just flat colors, it’s this comic book inking that seems to be very stylized

I think it might be doable. First of all, forget surface shaders, do everything using vertex / fragment shaders. You don’t need lighting. Find or write an outline shader that does not do the trick by rendering the back faces larger but instead just changes the color based on the dot product of the normal vector and the view vector. The detail inking can be simply stored in a texture.

I think that this is a problem more from an artistic side. How would you do the detailed inking, as a texture? I’m under the impression that it would look bad, as this does in fact represent shading, some lines should disappear as you move around. I have doubts that simple math can do the trick.

I am trying to imagine a 3d beard that would shade like this. It could work for this particular angle, but as soon as it changes…

I’ve got something like that here;
http://forum.unity3d.com/threads/152561-Non-uniform-outline-shader?p=1045617&viewfull=1#post1045617

You could possibly bake/paint AO into the vertex colours (or a texture) and then multiply that with the outline value?