This article in particular was really helpful. I recommend giving it a read.
@Enjay - Heard! I'm kinda using anime logic for the gun, but I agree the animation should feel more powerful. I gave it a bit more kick and tightened the character's grip.
@Cali - Fantastic recommendations! I don't think I'm going to 100% hit the hand-drawn look because the animations are always going to be a bit smoother because they're from an animation program. But, I did follow most of your suggestions.
I masked the lights per object so I could manually control the light for each surface. I made each light a child of each surface it illuminates so that the lights would move along with the objects while they animate and keep the angles the same from frame to frame. I removed all specular highlights and faked highlights by making them part of the diffuse. I also switched to a color palette with more shades per color at the cost of using fewer colors (I don't really need two different lime-greens, do I?)
I think the results look far better than my first attempt. I used a subdivision scheme with smooth tangents to ensure that even perfectly flat surfaces would have a bit of a gradient to them, and so that hard edges would catch more light. Lastly, I rendered a world-space normal map and then applied it to the
camera normal of the mesh to help the illumination remain consistent while the mesh moves. The only thing I was not able to achieve was a dither effect.
Let me know what you like or dislike about the new animation below!
There is a bit of noise in the rails of the gun in the holster/draw animations. I really pumped up the samples for that geometry to try to eliminate that noise, but wasn't able to fully remove it. That's definitely something I'll need to touch up in an image editor.
My end goal is to make the sprite-to-doom pipeline a little more accessible. In the past I've spent hundreds of hours on sprite sheets drawing and tweaking images pixel-by-pixel. Thanks again for all the awesome feedback!