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Tellurion - The Hero - Realtime UE4

Tellurion's hero Rendered in unreal engine using cell shading Techniques from Arc system works.

Character concept by:
https://www.artstation.com/mattrhodes

I Made my own custom material in unreal and blender to achieve something similar as seen in Guilty Gear, Dragon ball fighterZ and Granblue Fantasy Versus.

I got introduced to Matt's amazing work when I started ''reading'' Tellurion, I only started when Tellurion 248 was out and kept reading till the end. After that, I read it from start to finish 2 more times, in the end this one and pirate outfit were my favorite looks of the The hero and decided to make this one in a 3D model trying to make it look 2D as much as possible using arc system works workflow.
This was my first time making a cell shaded character and the guilty gear art-style workflow was a blast to learn.

you can read Tellurion by Matt Rhodes here:
https://tellurion.ca/

Model Information:
Tris : 51,606
Texture maps 1K
Custom normals
Vertex Colors for AO shadows

Rendered in UE4

Rendered in UE4

Rendered in UE4

Rendered in UE4

Unreal Editor View

Unreal Editor View

Wire-frame and Vertex Colors for AO shadows

Wire-frame and Vertex Colors for AO shadows

Hand adjusted custom normals for Facial shadows using Abnormal addon in blender

Hand adjusted custom normals for Facial shadows using Abnormal addon in blender

Rendered in Blender Eevee

Rendered in Blender Eevee

I used the Square UV mapping method that Arc system works uses

I used the Square UV mapping method that Arc system works uses

Zbrush High Res sculpt

Zbrush High Res sculpt