award Yeah they look a bit cartoony but those are just illumination and structure skeletons for final shading.
Ok. Putting it all together. There are three layers of clumps, each shaded with three layers of lambert and fake AO driven stipple. The final shader is controlled by about 20 parameters that can be set globally or randomized per instance, either by in-shader rng or via noise textures. There are still some visible artifacts, but nothing that cannot be fixed.
With this video, I'm wrapping the project up. It was long overdue 🙂