Fly though using DX12 with software based GI and ray traced shadowing. The project has since been switched to DX11 with more legacy, reliable rendering features.
This full environment build created in Unreal Engine 5 was developed as a technical and artistic exploration of scalability, lighting, and classic optimization workflows in a modern renderer, and as a tech demo of sorts for an unannounced indie fantasy RPG.
The scene was built almost entirely from the ground up. Many assets were modeled in Blender, textured in Substance Painter, and supplemented with custom-textured photogrammetry where appropriate. Composition and set dressing were done by hand with a strong focus on natural breakup, layered depth, and believable aging. Vegetation from Quixel Megascans, as well as some ground terrain textures.
A major goal of this project was performance scalability without losing artistic vision. While UE5 offers powerful new systems, I intentionally leaned on proven techniques where they made more sense at scale. The final environment uses carefully tuned traditional LODs instead of Nanite for foliage and mid frequency assets, classic cascaded shadow maps instead of Virtual Shadow Maps, and DirectX 11 for improved stability and performance across a wider range of hardware.
Lighting is fully dynamic using Lumen, with emphasis on long shadows, warm bounce light, and strong time of day mood. Foliage density, shadow contribution, and indirect lighting influence were all hand tuned to balance visual fidelity and frame cost.
This project was as much about problem solving as it was about visuals. It represents a practical, production minded approach to environment art that prioritizes scalability, clarity, and control over relying on every new system by default.
Rendered in real time in Unreal Engine 5.
Tools Used: Unreal Engine 5, Blender, Sketchfab (for photogrammetry high polys), Substance Painter
Thanks for looking!