Attack on Titan Armored Titan next-gen model-5

Take a look at these next-gen takes on WoW’s Arthas, Attack on Titan’s Armored Titan & Mortal Kombat 4’s Kitana

A number of artists have showcased some next-gen characters for World of Warcraft, Attack on Titan and Mortal Kombat 4. These fan characters look amazing, so be sure to check them out.

Let’s start with Attack on Titan. Ubisoft’s Senior Character Artist, Loic Sprimont, has recreated the Armored Titan. While there isn’t any video of this character, you can find below some screenshots for it. Sprimont created this 3D model using Zbrush and, theoretically speaking, this high-polygon character can be imported to Unreal Engine 5 and retain its detail (thanks to Nanite).

Attack on Titan Armored Titan next-gen model-1Attack on Titan Armored Titan next-gen model-2Attack on Titan Armored Titan next-gen model-3 Attack on Titan Armored Titan next-gen model-4Attack on Titan Armored Titan next-gen model-5Attack on Titan Armored Titan next-gen model-6

On the other hand, Darko Subotin shared a video, showcasing Kitana from Mortal Kombat 4 in Unreal Engine 5. Subotin is currently working on Kitana’s ending in Unreal Engine 5, and we’ll be sure to share it once it’s out. So far, Subotin has recreated the endings of Jax, Sonya, Scorpion and Quan-Chi.

Mortal Kombat 4 - Kitana Bio rendered in Unreal Engine 5

Lastly, Alex Skirving has recreated Arthas from World of Warcraft in Unreal Engine 5. Skirving created Arthas in Z-Brush, and used Quixel Megascans to build the snow environment. The end result is great, so go ahead and take a look.

World of Warcraft Unreal Engine 5 - Arthas

8 thoughts on “Take a look at these next-gen takes on WoW’s Arthas, Attack on Titan’s Armored Titan & Mortal Kombat 4’s Kitana”

  1. Fox Engine which is now Decima

    Are you sure that’s the case?

    AFAIK, even though it had a non-Japanese technical lead, Fox Engine was still an in-house engine developed by Kojima Productions.

    On the other hand, Netherlands-based Guerilla Games created the Decima engine for in-studio use only, however once Kojima entered relationships with Sony, he was allowed to use it for Death Stranding.

    Fun fact relating to the name:

    According to executive producer Angie Smets, Decima was originally known simply as “the engine” by Guerrilla employees, as there were initially no plans to publicly offer this technology to game developers outside of the company. However, the newly-forged partnership with Kojima Productions in 2016 meant that Guerrilla suddenly had to give the engine a name for marketing purposes; they then chose to name it after Dejima, the Japanese island where a Dutch Empire trading post appeared in the 17th century and once symbolized the strong trade relations between Japan and the Netherlands.

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