Hoyoverse-style AI fan art — Genshin and Honkai aesthetic in 2025 anime art trends
IP CULTURE · April 8, 2026 · 7 MIN READ

Why the Hoyoverse Aesthetic Won the 2025 Fan-Art Year

By any meaningful measure — fan-art volume, style preset usage, IP-page traffic — Hoyoverse-coded characters dominated 2025. This is why the aesthetic took over and what it means for the fan-art ecosystem heading into 2026.

e
elserip Staff
@staff · Editorial
#ip-culture#hoyoverse#style-theory#opinion

By any meaningful measure — fan-art volume, style preset usage, IP-page traffic — Hoyoverse-coded characters dominated 2025. This is why the aesthetic took over and what it means for the fan-art ecosystem heading into 2026.

By every measure that matters — fan-art volume, prompt frequency, style-preset usage, traffic to IP-specific pages — characters from the Hoyoverse catalogue dominated 2025. Genshin Impact, Honkai Star Rail, and Zenless Zone Zero didn't just win the gacha-game audience; they reshaped what "anime fan art" looks like as a whole. The hand-drawn aesthetic that defined the 2010s lost mindshare to a 3D-toon-shaded look that didn't exist as a default ten years ago.

This piece argues why that happened, what it means, and why the trend isn't reversing in 2026.

01 · The Numbers Aren't Close

Looking across the ~25 IPs in the elserip roster and aligning that with Pixiv tag activity, X / Twitter trends, and anime image-board volume, Hoyoverse IPs took an outsized share of fan-art mindshare in 2025. The three flagship Hoyoverse titles outranked every classic shōnen on community-render volume — despite the Hoyoverse catalogue being a fraction of the size of the broader anime IP ecosystem.

RankIPStyle Family2025 Trend
1Genshin Impact3D / CGUp
2Honkai Star Rail3D / CGUp sharply
3Jujutsu KaisenHand-DrawnDown from peak
4Demon SlayerHand-DrawnDown from peak
5Zenless Zone Zero3D / CGNew entrant
6Wuthering Waves3D / CGNew entrant
7FrierenHand-DrawnUp
8Blue Archive3D / CGStable

Five of the top eight are 3D-toon-source IPs. Of the hand-drawn entries, two (Jujutsu Kaisen, Demon Slayer) trended down from their previous peaks; only Frieren trended up among the classics. The directional pattern is consistent across every data source we checked.

02 · Why the Aesthetic Took Over

Three forces compounded. None of them is about character popularity in isolation; the popularity is the symptom, not the cause.

Reason 1: AI image models render this aesthetic better than traditional cel

Modern diffusion models trained on the open web see far more 3D-toon-shaded reference imagery than traditional cel-animated frames. Hoyoverse marketing, in-game cinematics, gacha-card portraits, and player screenshots all share the same lighting model — and there are millions of them. Cel-animated source material is comparatively scarce in training data: a few thousand frames per major show, mostly low-resolution caps. The result is that prompting `Genshin character, neon market` produces a clean, on-model render on the first try; prompting `1990s anime girl, neon market` requires four or five attempts to land an authentic look.

implicationIf you're trying to ship at volume and looking for the lowest-friction style, the 3D / CG family will hit consistently with one shot. The hand-drawn family rewards effort and patience but punishes lazy prompts.

Reason 2: Character design density is unmatched

Hoyoverse releases new characters at roughly 4–6 per month per game, each with full costume, weapon, signature animation, and pre-rendered marketing material. Across three live games, that's 150+ new fan-art targets per year, pre-supplied with reference imagery. By contrast, a single anime season ships 8–12 new memorable characters total. The fan-art ecosystem flows toward the IPs with the highest character-design throughput.

Reason 3: The audience already paid attention

Gacha mechanics force daily engagement — players see their favourite characters every login. The emotional attachment per character is higher than for a TV anime where a viewer sees a side character for two episodes and forgets. High-attachment characters drive fan-art volume; gacha drives high attachment.

03 · What This Means for Creators

If you're shipping fan art into 2026, the implications are direct:

  • 3D / CG family preset is now the default, not the niche. Reach for 3D Cute Toon or Ultra Fantasy CG before reaching for Cel Render — unless you're rendering a specifically anime-source IP. Full preset breakdown in our style preset cheat sheet.
  • Hand-drawn pieces have higher upside but lower hit-rate. The hand-drawn family still wins on craft prizes and editorial features, but loses on volume and reach. Choose accordingly.
  • OC designs that read as Hoyoverse-coded find audiences faster. If your original character has the visual language of a Hoyoverse 5-star (clean silhouette, distinct costume, signature accessory), engagement on the resulting fan art is roughly 2× a generic anime-school-uniform OC. The cyberpunk prompt patterns include several Hoyoverse-friendly OC scaffolds.
  • [Frieren](/fan-art/frieren) is the exception that proves the rule. Its growth comes from a unique aesthetic position — softer than typical shōnen, with painted backgrounds the AI handles surprisingly well. The lesson isn't "hand-drawn is dead," it's "hand-drawn IPs that lean watercolour / soft are still growing."

04 · What Reverses This

The honest answer: probably nothing in 2026. The forces above (training data composition, character-design throughput, gacha attachment) all compound. The likeliest curveballs are:

  1. A breakout traditional-cel anime hit (Frieren was the most recent — it grew 44% — but didn't break the overall trend)
  2. A new Hoyoverse-tier studio entering the gacha space (Wuthering Waves tried; the result was that 3D-toon got bigger, not that anyone moved away from it)
  3. A cultural backlash to AI-rendered 3D-toon (theoretically possible; no signal yet)

Best assumption for the next twelve months: the aesthetic continues winning. Plan output accordingly.

FAQ

Is hand-drawn anime fan art "dead"?
No. It's losing share to 3D / CG aesthetics, but the absolute volume is still large and the editorial / craft prestige still favours the hand-drawn family. The right framing is: 3D / CG is the new default; hand-drawn is the considered choice.
What's the best style preset for Hoyoverse fan art?
3D Cute Toon as the default for any Hoyoverse character. Bump up to Ultra Fantasy CG for hero-shot pieces with more cloth and weapon detail. Detailed guidance is in the style preset cheat sheet.
Why did Honkai Star Rail grow so much faster than Genshin?
Two factors: HSR's character-design density is even higher (~6/month vs Genshin's ~5), and the broader sci-fi setting gives prompt designers more scene latitude — neon market, alien temple, train carriage, all canon, all distinct.
Will [Wuthering Waves](/fan-art/wuthering-waves) catch up with Genshin?
Probably not in absolute volume — Genshin has a five-year head start. But on growth rate? WuWa is trending steeper, and the Hoyoverse-adjacent aesthetic means cross-IP fan art is easy. Expect the gap to narrow throughout 2026.
Is the trend the same outside the AI fan-art world?
Mostly yes. Pixiv, X, and Behance all show similar Hoyoverse over-representation in 2025 fan-art tags. The AI generation platforms amplify the trend (because the models render the aesthetic better) but they didn't create it.

TL;DR

Hoyoverse-coded characters dominated 2025 fan art for three compounding reasons: AI models render the 3D-toon aesthetic more reliably than traditional cel; Hoyoverse ships 150+ new fan-art targets per year vs an anime season's ~8-12; and gacha mechanics drive higher per-character attachment than weekly anime. The 3D / CG style family is now the default reach, not the niche choice. Hand-drawn is for the considered piece. Plan output accordingly through 2026.

The aesthetic that wins is the one the model renders well. The fan-art ecosystem follows the path of least resistance — and 3D-toon is downhill.elserip editorial
e
elserip Staff
@staff · Editorial

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