Zeppelin City

Tools: Maya, Substance Painter 2017 and Unreal Engine 4

Time: 6 weeks halftime

I've grown up with Studio Ghibli movies, like Spirited Away and Howl's Moving Castle, and it inspired me to explore if it was possible to recreate the cell shading and soft water-color surroundings used in the movies, but in 3D. 

Post-process cell shading

To get the cell shading and some outline of the mesh I created a post-process material in Unreal. In the end, I was able to get 4 different cells that I could change the amount of surface it would cover, color and strength of the light and dark areas. All pictures below use the same light, but with different settings in my material instance. 


When I began the project all I knew was that I wanted something that was flying in the sky. So I began with some simple silhouettes and everything grew from that.