Using texture coordinate normals for stylized shading without directional light input? (BLENDER)

Wait 5 sec.

Hi! I wanted to create a shader for some sculpts to make them look more stylized/painted. The idea was to use the normal texture coordinates, but the directional lighting from the positive sides are SO harsh. Is there any way to use the normals without the directional lighting? Picture 4 is what another sculpt looked like with the same exact shader, and the kind of style i’m going for (but with the shader actually plugged in — the other images have just the normal plugged into the material output for directional lighting visual purposes). Any help would be appreciated! I tried plugging in the normal value into the absolute vector math and it looked terrible šŸ˜…   submitted by   /u/chaoticavocado_jpg [link]   [comments]