Base shape:
Static water droplets, are randomly scaled spheres that were then scattered on the base geometry of the can model.
The outline of each object was built using the inverse hull method. Octane render engine supports back face removal operation which made it simple to render the outline geometry.
Dynamic droplets were simulated using a condensation shelf tool. Droplets were then cached into separate files and their animation data was then time warped to reduce their framerate, giving a more stylized look.


For shading I used Octane's toon shader as a base shading model. This shader acts like a step function that takes the surface luminance value as input parameter creating a discrete luminance distribution. In addition I've overlayed label texture maps and added directional noise bump map to breakup the luminance borders.
I've also added some distortion, warp and wear effects to the original label mask to make it look less precise and more as if it was hand drawn.