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Hi, today I will try to explain a little bit how did I manage to convince some people that this 3D render looks like a paper cutout.

3D render of a cartoony dog person, seemingly made of paper or cardboard cutouts, is depicted against a teal background. He wears a dark suit with a magenta shirt and dark necktie, along with large, rectangular yellow glasses. He's standing with one hand is raised to his face, and he looks away with pensive expression.  The overall style is simple and geometric.

Before reading, it's important to note that I won't be able to explain everything without recording a video, so some knowledge of Blender is required. This isn't a tutorial, but more like just sharing tips.

Concept:

Before modeling, it's always good to start with concept. For this exact project, I used polylines to make it look like as if the shapes are cut out with scissors (duh).

Drawing of a cartoony dog person, is depicted against a teal background. He wears a dark suit with a magenta shirt and dark necktie, along with large, rectangular yellow glasses. He's standing with one hand is raised to his face, and he looks away with pensive expression.  The overall style is simple and geometric.

Modeling:

Now all you have to do is create planes and subdivide them to create extra geometry (that's important). I also prefer to go with textures instead of coloring each material.

You can manage to do that by Projecting UV from view.

Same drawing and model as before, but the wireframe and blender interface is shown. Mouse is pointing at "Project from view" button

Why did I mention that creating extra geometry on these planes is important? Because in real life, paper isn't perfectly straight. You have to make some subtle bumps to make it look convincing.

You can do that with Proportional editing.

Blender interface in which model without textures is shown. It has bumps and the mouse is pointing at Proportional editing button

Rendering nodes:

Now, you have set up lights, colored everything, the next step is setting nodes on Shading tab. Feel free to experiment with settings.

Fursona's nodes:

Nodes on shading tab for fursona model

Background's nodes:

Things are more interesting with the background. Noise texture aside, I used Voronoi Texture and Bump.

In fact, for these nodes I followed first part of this tutorial by Sina Sinaie:

That's basically it. You can render both in EEVEE and Cycles. If you want to observe the blender file, I've uploaded it on Ko-Fi for everyone who donated to me at least once, for that click on the image below:

Buy Me a Coffee at ko-fi.com