Uploaded August 2021 | Updated September 2026, 3 weeks ago
And so here we have the third and final part of the Hinterlands I’ll be doing for this series – as anyone who’s ever played DAI will know – at some point you must ‘Get thee out of the Hinterlands’ – seriously, the game is huge – it’s not an all-Hinterlands-all-the-time fest.
***
If you enjoyed this content and want to see more - please consider giving me a like and subscribe to see the rest of this series!
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original.
***
Some of you in the comments rightly pointed out that Ferelden at this point is still recovering from the Blight – so a little extra grunge is maybe warranted – everything kind of looks scraggly and slightly sickly – fair enough for a Blight, right?
Onto other parts of the scene: particle systems ahoy! The fire and the smoke are still Cascade I’m afraid – still getting around to mastering Niagara – but they seem to still work OK – shockingly efficient by the way – I kind of expected all of these particle systems to tank my FPS, but no – Unreal was chugging along fine.
Playing with the atmospherics here – dust, soot and ash would realistically be flooding the air around this place, so it affects the volumetric lighting of the scene, turning more red and brown – but I didn’t want to make everything grey and dark either – so sort of a compromise here – still that bright morning light, but overall … grittier as if … well, everything was on fire. Which it is. I feel like as I'm doing these cinematics, I'm appreciating Nanite and Lumen more and more - especially Lumen. Doing look dev for a scene like this is now so simple without light bakes - it's definitely such a freeing thing for an artist to work with.
I do wonder if Dragon Age 4 will implement a night/day cycle in an open world - that would certainly add a different element to the established environment design...
Music was ‘Forest of Fear’ – Aakash Gandhi – kind of sounded similar to the DAI soundtracks actually…
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #UE5 #Quixel #DragonAge
And so here we have the third and final part of the Hinterlands I’ll be doing for this series – as anyone who’s ever played DAI will know – at some point you must ‘Get thee out of the Hinterlands’ – seriously, the game is huge – it’s not an all-Hinterlands-all-the-time fest.
***
If you enjoyed this content and want to see more - please consider giving me a like and subscribe to see the rest of this series!
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original.
***
Some of you in the comments rightly pointed out that Ferelden at this point is still recovering from the Blight – so a little extra grunge is maybe warranted – everything kind of looks scraggly and slightly sickly – fair enough for a Blight, right?
Onto other parts of the scene: particle systems ahoy! The fire and the smoke are still Cascade I’m afraid – still getting around to mastering Niagara – but they seem to still work OK – shockingly efficient by the way – I kind of expected all of these particle systems to tank my FPS, but no – Unreal was chugging along fine.
Playing with the atmospherics here – dust, soot and ash would realistically be flooding the air around this place, so it affects the volumetric lighting of the scene, turning more red and brown – but I didn’t want to make everything grey and dark either – so sort of a compromise here – still that bright morning light, but overall … grittier as if … well, everything was on fire. Which it is. I feel like as I'm doing these cinematics, I'm appreciating Nanite and Lumen more and more - especially Lumen. Doing look dev for a scene like this is now so simple without light bakes - it's definitely such a freeing thing for an artist to work with.
I do wonder if Dragon Age 4 will implement a night/day cycle in an open world - that would certainly add a different element to the established environment design...
Music was ‘Forest of Fear’ – Aakash Gandhi – kind of sounded similar to the DAI soundtracks actually…
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #UE5 #Quixel #DragonAge
![Virtual Sakura Grove | UNREAL ENGINE 5! [4K]
Take a walk through a secluded mini-forest of springtime cherry blossoms.
Running realtime in Unreal Engine 5.4 on an RTX 3090 with a combination of Quixel assets and textures, third-party assets and custom assets modelled and textured in Blender. Nanite was used for the assets, Lumen for GI and reflections. Anti-aliasing using DLAA.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Music courtesy of Epidemic Sound.
Lay Down with Me - Hanna Lindgren
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres Virtual Sakura Grove | UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/yggETjHwwKY/mqdefault.jpg)

