The two videos shown are experiments in non-photorealistic rendering techniques. Their material are entirely procedural, generated as functions of the surface normal, the world space of the shading point, and Blender EEVEE's Shader to RGB node. I created a nifty little node group that accepts color information to be applied respectively to the highlights, mids, and shadows of the shaded object, as well as an arbitrary mask controlled by a vector representing some imaginary directional light. The flecks and strokes are various noises and lines graphed along UV space. Object outlines were created using the inverted hull method. The objects themselves are offered free (as in freedom) with every Blender install (Suzanne the monkey of course, and the Utah teapot available with the Extra Objects default addon). The Utah teapot animation is rendered on twos to give it a more sketchy, hand-drawn feel.