Uploaded April 2022 | Updated September 2026, 3 weeks ago
A small section from the lawless, hollowed-out asteroid city space station ‘Omega’ from Mass Effect, remade in Unreal Engine 5.0. This is a fully dynamically lit scene – no light bakes – using Nanite for the meshes and Lumen for reflections and global illumination.
This wasn't based off any specific scene from the game itself - rather the overall atmosphere of the cities on Omega - and it primarily serves as a chance to demo and showcase the latest, official stable version of UE5, given I was curious how the gameplay elements would handle a complex, fully dynamic world - and so far - it seems pretty solid with only minor hiccups!
At this point I don't think it's been confirmed yet that Mass Effect 4 (5?) is going to be in UE5 - but ... maybe? Hopefully? Don't quote me on that.
A good chunk of assets I modelled and textured using Blender; other assorted supplementary set pieces came from Quixel Megascans, the Kitbash3D Neo Cities pack and Epic Games Marketplace content ‘Soul City’. Character from the Paragon pack ‘Lt. Belica’.
In terms of performance, this was running on an RTX 3060, with the gameplay section running at 60fps on the ‘High’ quality setting in native 1080p (upscaled to match the cinematics) and the cinematic sections were rendered out in the ‘Cinematic’ quality setting at native 4K (deferred rendering).
If you enjoyed this content and want to see more - please consider giving me a like and subscribe!
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Mass Effect- it is not a remaster - 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. And it's definately not a publishable game!
FOLLOW ME:
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#UnrealEngine5 #MassEffect #UE5
0:00 Cinematic
1:22 Gameplay
A small section from the lawless, hollowed-out asteroid city space station ‘Omega’ from Mass Effect, remade in Unreal Engine 5.0. This is a fully dynamically lit scene – no light bakes – using Nanite for the meshes and Lumen for reflections and global illumination.
This wasn't based off any specific scene from the game itself - rather the overall atmosphere of the cities on Omega - and it primarily serves as a chance to demo and showcase the latest, official stable version of UE5, given I was curious how the gameplay elements would handle a complex, fully dynamic world - and so far - it seems pretty solid with only minor hiccups!
At this point I don't think it's been confirmed yet that Mass Effect 4 (5?) is going to be in UE5 - but ... maybe? Hopefully? Don't quote me on that.
A good chunk of assets I modelled and textured using Blender; other assorted supplementary set pieces came from Quixel Megascans, the Kitbash3D Neo Cities pack and Epic Games Marketplace content ‘Soul City’. Character from the Paragon pack ‘Lt. Belica’.
In terms of performance, this was running on an RTX 3060, with the gameplay section running at 60fps on the ‘High’ quality setting in native 1080p (upscaled to match the cinematics) and the cinematic sections were rendered out in the ‘Cinematic’ quality setting at native 4K (deferred rendering).
If you enjoyed this content and want to see more - please consider giving me a like and subscribe!
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Mass Effect- it is not a remaster - 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. And it's definately not a publishable game!
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #MassEffect #UE5
0:00 Cinematic
1:22 Gameplay

![Rain Garden in UNREAL ENGINE 5 | Forest in A Bottle [A UE5 Cinematic, Lumen, Nanite]
A cinematic animation of a relaxing indoor rain garden terrarium, rendered in real-time using Unreal Engine 5. There’s just something about nature and the sound of falling water that’s so calming. This is more Japanese inspired - with the bamboo and the lanterns...
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
This is a rework of an old project, originally started in Blender Eevee as a test of what real-time rendering was capable of. Previous version here: https://youtu.be/zX9SpXj5nHk
But with the release of Unreal Engine 5 Early Access – the game changed. With Nanite and especially Lumen – UE5’s dynamic global illumination system – what previously would have been impossible even in UE4 – is now simply breathtakingly easy. Photorealism in realtime has never been quite this easy...
Even using Eevee – Blender’s internal real-time engine – (which is no slouch) I was getting a render time of around 4-5 mins per frame at a 2K resolution – with a single Nvidia 1060 Max-Q graphics card. With Unreal Engine 5, using far higher poly meshes and on the same card – it was averaging at around half-a-second to 1 second per frame – at 4K resolution with almost zero noise! It’s simply on another level. Believe the hype, people.
A combination of Blender modelled + textured meshes, Quixel Megascans and free online models were used – along with some photoscans from Ian Hubert’s pateron.
The water was done in Blender using dynamic paint and a particle system to create an animated displacement. This was then bought into UE5 using the Alembic geometry cache export and simulated within sequencer. This allowed for a relatively lightweight, stable and controllable water simulation that displaced over the rocks for a more realistic result – not just a flipbook animation here.
The rain was a simple Niagara particle system with a masked texture of a raindrop created in Blender and rendered with a cubemap of the scene – this allowed for cheaper reflections and less flickering with the fast moving objects.
All that said, this is still the Early Access – and there are plenty of bugs and issues that cropped up – most notably the flickering reflections and inconstancies with translucency with Lumen – something that should be fixed with the final release.
If you enjoyed this content and want to see more - please consider giving me a like and subscribe! It really helps my channel out!
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#UnrealEngine5 #UE5 #Lumen #Nanite #Blender Rain Garden in UNREAL ENGINE 5 | Forest in A Bottle [A UE5 Cinematic, Lumen, Nanite]](https://i.ytimg.com/vi/Yeld1YxYrDo/mqdefault.jpg)


![Two Years in Unreal Engine 5 | Realtime Environment Art Showreel [UE5] [2K]
I’ve just realised that it’s been over two years ago that I started this channel, just posting some short clips of personal work I’d been doing, playing around with the early access of Unreal Engine 5 – and now I’ve just hit over 24k subscribers, had a few videos do quite well and ended up actually using UE5 in my freelance work.
This channel has been instrumental in not just showcasing my work, but also helping me find clients for work (or helping clients find me!) And of course, for opening up a new avenue of artistic expression that I’ve thoroughly enjoyed learning about and using. The speed at which I can take something in my head and translate it into something other people can see has been incredibly gratifying.
I just want to thank everyone who watched my videos, liked or subscribed. It means a lot that you’re following along and I thank you for taking a few minutes out of your day to watch my work.
Again, I’d just like to say: thank you so much! And I’ll see you in the next one!
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Some of my favourite personal work, updated with some shots from the past few months! [As of November 2023] Rendered using a mix of Unreal Engine 5.0 – 5.3.1
Using a mix of third party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. Some shots used an experimental workflow combining RTX translucency with Lumen reflections.
Some simulation work was done in Blender using FLIP and Geometry Nodes and bought into UE using alembic geometry cache.
All final-pixel shots were rendered real-time in-engine using the ‘Cinematic’ quality preset. No path tracer was used. All shots use the default Temporal Super Resolution for Anti-Aliasing.
Check out the rest of my channel for the full videos – and my ArtStation for more in-depth breakdowns and further details!
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#UE5 #UnrealEngine5 #Showreel Two Years in Unreal Engine 5 | Realtime Environment Art Showreel [UE5] [2K]](https://i.ytimg.com/vi/ZbuRpdFeIuM/mqdefault.jpg)
![Walking through Virtual Gardens | UNREAL ENGINE 5! [4K]
Take a stroll through peaceful virtual gardens, running real-time in Unreal Engine 5.4.
This is was a long requested thing – similar to my lore-accurate Skyrim videos: longer walkthroughs of the virtual gardens series – so, here you go! This covers seven environments across many different biomes and settings, from jungles to deserts.
Since some of these were originally made in much earlier versions of Unreal Engine 5, these being done in 5.5 have a lot of technical improvements to the lighting & rendering quality – along with some slight art direction changes and material improvements on my part.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.4 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. Anti Aliasing with DLAA.
Music courtesy of Epidemic Sound.
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#UE5 #virtualgardens #realtime
0:00 – Pine Garden
0:59 – Base Camp
1:44 – Jungle River
2:03 – Secret Garden
2:59 – Sakura Grove
4:14 – Meadow Creek
5:06 – Bamboo Grove Walking through Virtual Gardens | UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/ZkuFNQIqcl4/mqdefault.jpg)
![This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim
This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim](https://i.ytimg.com/vi/ZtO3ZTOqkdM/mqdefault.jpg)

![The True Size of Rorikstead: Skyrim in UNREAL ENGINE 5! [4K]
The (Lore-Accurate) Towns of Skyrim https://youtu.be/my0c7crBvqs
The sleepy little farming village of Rorikstead, now with sixteen times the detail! I’m really extrapolating a lot here, given that in the game it was like, three huts and some cabbages.
Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions.
Thought I’d go back through the drafts and finish some videos that I started ages ago, but eventually abandoned because they were either too small or too obscure and didn’t make sense to do a video on each – but some were kinda interesting and (surprisingly) I did get a few specific requests to do some of these, so here you go!
Rendered out in Unreal Engine 5.7.1 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. TSR was used for anti-aliasing.
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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.
Soundtrack: ‘Always Chasing Rainbows & Aria’ – Across the Great Valley.
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Artstation: https://www.artstation.com/l_torres
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#UE5 #skyrim #elderscrolls
0:00 – Cinematic
1:59 – Walkthrough The True Size of Rorikstead: Skyrim in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/_QuUD2X3DPs/mqdefault.jpg)

