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Spider-Gwen Tech breakdown

Hello!
Toon-Shaded (NPR) Spider-Gwen based on Marvel's Spider-Gwen

I wanted to wrap my head around toon-shading in Unreal, and to build my own shader and workflow around it.
The goal was to break down and recreate an aesthetic that could sit comfortably next to Zenless Zone Zero - which looks incredible - but without doing normal manipulation, instead by relying on strong sculptural shapes.

To achieve this, I custom-build all of the elements that would compose the shader and test-proof it on a character. At first I built an Unreal shader recomposing the different elements on light, shadow and reflections on simpler and cuter Pokemon I made, then layered them together, using texture and masks to drive the shader more artistically.
There is a ton of cool resources online that helped me get started, notably the Hoyoverse Honkai Impact 3rd talk. After a lot of experimentation, I managed to build a little bit of everything I needed, and I started standardizing some processes and workflows and worked on Spider-Gwen.

The model was all sculpted in Zbrush, and the hair done in Blender, textures done in Painter and Matcaps painted in Clip Studio Paint