Spirited Away I Unreal Engine

1 Water Material / Based on a Single Layer Material. No Translucence Apply To it. Emulate a Fake Water Deepness

1 Water Material / Based on a Single Layer Material. No Translucence Apply To it. Emulate a Fake Water Deepness

2.1 Master Material / Based on a Solid and yet Simple Structure. This Master Shader is Highly Customizable and Super Versatile. Here you can see that i Decided to Add few options like, Moss Vertex Normal, RTV Blending, a Cell Shading Traductor and more.

2.1 Master Material / Based on a Solid and yet Simple Structure. This Master Shader is Highly Customizable and Super Versatile. Here you can see that i Decided to Add few options like, Moss Vertex Normal, RTV Blending, a Cell Shading Traductor and more.

2.2 Master Material / Here is the Base where the Basic Setup are Called.

2.2 Master Material / Here is the Base where the Basic Setup are Called.

2.3 Master Material / And the Final Result in the Instance. As you can see, everything is quit focus and super readable. The less you scoll, the time you gain !

2.3 Master Material / And the Final Result in the Instance. As you can see, everything is quit focus and super readable. The less you scoll, the time you gain !

Hello everyone!

It’s been a while, but I’m excited to share my first dive into the world of stylized art. As a huge fan of the movie Spirited Away, I was inspired to create a short film to showcase my skills. This project was brought to life using Unreal Engine, Blender, and Substance Painter.

I really hope you enjoy it! I’m thinking of creating more scenes using this workflow, so stay tuned. If you have any questions or feedback, feel free to leave a comment!