Leo TorresPart of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Solitude, capital of Skyrim – now with sixteen times the detail!
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
I tried to keep to the overall mood and feeling of the original Solitude – but obviously – well – bigger – and with some ... creative license applied. These are ending up more and more like tourism videos for the Tamriel Tourism Board …
From a playability standpoint, I’m not sure that you’d actually want something this big – it’s a lot of work for the artists and you run the risks of making a big, empty world with not much to do. But for lore visualisations like this – not really an issue!
Rendered out in Unreal Engine 5.3.1 on a 3060ti. Using a mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic lore visualisation for Skyrim. It is NOT a mod!
The Real Size of Solitude: Skyrim in UNREAL ENGINE 5!Leo Torres2023-10-17 | Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Solitude, capital of Skyrim – now with sixteen times the detail!
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
I tried to keep to the overall mood and feeling of the original Solitude – but obviously – well – bigger – and with some ... creative license applied. These are ending up more and more like tourism videos for the Tamriel Tourism Board …
From a playability standpoint, I’m not sure that you’d actually want something this big – it’s a lot of work for the artists and you run the risks of making a big, empty world with not much to do. But for lore visualisations like this – not really an issue!
Rendered out in Unreal Engine 5.3.1 on a 3060ti. Using a mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic lore visualisation for Skyrim. It is NOT a mod!
#UE5 #SkyrimThe (Lore-Accurate) size of Riften in UNREAL ENGINE 5! #skyrim #gaming #elderscrolls #UE5Leo Torres2024-10-14 | ...The True Size of Riften: Skyrim in UNREAL ENGINE 5! [4K]Leo Torres2024-10-05 | Finally we get to the city of thieves! Or, err … you know, also the respectable capital of the Rift. But let’s be honest, you were mostly here for the Thieves’ Guild. Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Riften – now with sixteen times the detail!
The purpose of this project was to get a large-scale concept of what a city of this size would really be like in real life, removed from gameplay, story and technical limitations.
Riften was definitely my favourite city in the original game, and this adaptation might be my favourite one that I’ve made so far too…
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.4 on a 3090. Using a mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound.
Soundtrack: ‘A Long Awaited Journey’ & ‘Lights of Destination’ - Helmut Schenker.
0:00 – Cinematic 1:42 – First-Person WalkthroughVirtual Base Camp | UE5 [4K]Leo Torres2024-08-26 | Have a cup of coffee and watch the sunset on a quiet little cliff-side camp, overlooking wide desert mountains.
Running real-time in Unreal Engine 5.4.2 on a 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 meshes, Lumen for GI and reflections.
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If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
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Music courtesy of Epidemic Sound.
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Instagram: instagram.com/lion_towers3d Artstation: artstation.com/l_torres Behance: behance.net/l_torres2024 Real-time Environment Art Showcase Reel | UNREAL ENGINE 5 [4K]Leo Torres2024-08-15 | Some of my favourite personal work, updated with some shots from the past few months! [as of August 2024] Rendered using a mix of Unreal Engine 5.0 – 5.4.2.
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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For business inquiries, please contact me by email!
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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 a modified ‘Cinematic’ quality preset. No path tracer was used. Most shots use the default Temporal Super Resolution for Anti-Aliasing, certain shots use NVIDIA DLAA.
Check out the rest of my channel for the full videos – and my ArtStation for more in-depth breakdowns and further details!
#UE5 #UnrealEngine5 #ShowreelBonsai in a Bottle - made in Unreal Engine 5! #UE5 #gaming #terrariumLeo Torres2024-08-10 | ...Bonsai in a Bottle | Virtual Terrarium in UNREAL ENGINE 5! [4K]Leo Torres2024-08-08 | Been a hot minute, but if you’re new here, this was a type of (literal) test-bench scene I was doing back in the Early Access phase of Unreal Engine 5 a few years ago – mostly with the aim of testing out the different new features that UE5 had to offer and then later on, figuring out what had changed or which bugs had been fixed which each new version of the engine.
So this one was rendered in Unreal Engine 5.4.2 on a 3090 using Nanite for most meshes, Lumen for GI and reflections and a combination of Megascans, Blender modelled & textured assets, and third-party assets.
(also now with fish!)
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#vivarium #UE5 #UnrealEngine5Lore-accurate Morthal from Skyrim in Unreal Engine 5! #UE5 #skyrim #gaming #elderscrollsLeo Torres2024-07-20 | ...The True Size of Morthal: Skyrim in UNREAL ENGINE 5! [4K]Leo Torres2024-07-15 | Morthal is to be frank, no-one’s favourite Skyrim city. It’s kind of just … there. In a swamp. But, here we go anyway… Morthal suffers from the same issue as Falkreath in that it doesn’t really have a clearly defined visual identity. To me, it always seemed so dreary and depressing, so I just dialled it up to eleven with the swamp viking city vibes. Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities.
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.4 on a 3090. Using a mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
#UE5 #Skyrim #ElderScrollsWhat would a Lore-Accurate Imperial City Look Like? #elderscrolls #gaming #oblivion #UE5Leo Torres2024-06-10 | ...The Lore-Accurate Scale of the Imperial City | A Portrait of Tamriel in UNREAL ENGINE 5 [4K]Leo Torres2024-06-09 | Long requested and awaited… the Imperial City! Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – here we have the Imperial City, capital of the Tamrielic Empire – now with sixteen times the detail!
Pretty much the biggest Elder Scrolls project I’ve done so far in terms of scale. The purpose of this was to get a large-scale concept of what a city of this size would really be like in real life, removed from gameplay and technical limitations. References included Ancient Rome and Tenochtitlan, and of course, the original depiction from Oblivion and its concept art.
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
From a playability standpoint, I’m not sure that you’d actually want something this big – it’s a lot of work for the artists and you run the risks of making a big, empty world with not much to do. But for lore visualisations like this – not really an issue!
Rendered out in Unreal Engine 5.4 on a 3090. Using a mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
#UE5 #Skyrim #ElderScrollsSkyrims (lore-accurate!) Falkreath in Unreal Engine 5! #UE5 #Skyrim #shorts #elderscrollsLeo Torres2024-04-18 | ...The True Scale of Falkreath: Skyrim in UNREAL ENGINE 5! [4K]Leo Torres2024-04-15 | I made Falkreath in Unreal Engine 5 – at a more realistic and lore-accurate scale! Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Falkreath – now with sixteen times the detail!
Falkreath was honestly kind of difficult to adapt, not because it was overly complicated, but just because it lacked a particularly unique visual character or style to anchor to. Falkreath in vanilla Skyrim was pretty much just known for the graveyard, and for looking really pretty… so kinda just ran with that, going for that woodsy, ‘village nestled in a pine forest vibe’.
Again, when operating at these scales, it’s not really the point to do a one-to-one recreation. Instead, it becomes more of a spiritual upgrade – to get the feeling and vibe of the original, while giving an impression for what a more realistic size would be…
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Rendered out in Unreal Engine 5.3.2 on an RTX 3090. Using a mix of third party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Hardware Lumen for global illumination and reflections. DLAA was used for anti-aliasing
Please NOTE: This is a fanmade cinematic lore visualisation for Skyrim. It is NOT a mod!
Music courtesy of Epidemic Sound.
‘Above the Barley Fields’ & ‘Blossom Heights’ – Helmut Schenker
0:00 – Cinematic 1:16 – First-Person WalkthroughThe real size of Whiterun in Unreal Engine 5! #UE5 #unrealengine #skyrim #elderscrollsLeo Torres2024-03-10 | ...Take a walk through a virtual pine garden in Unreal Engine 5! #UE5 #nature #hikingLeo Torres2024-03-08 | ...Take a tour through a secret garden in Unreal Engine 5! #UE5 #unrealengine #garden #natureLeo Torres2024-03-07 | ...The Western Air Temple in Unreal Engine 5! #avatarthelastairbender #atla #westernairtemple #UE5Leo Torres2024-03-05 | #ruins #legendofkorra #airbender #airbenders #templeThis isnt real - its Unreal (Engine 5)! #UE5 #unrealengine #unrealengine5 #shorts #gaming #realLeo Torres2024-03-04 | Virtual Meadow Creek in Unreal Engine 5.3.Sakura train ride in Unreal Engine 5! #UE5 #sakura #cherryblossom #japanLeo Torres2024-03-03 | ...The lore-accurate scale of Solitude - Skyrim in Unreal Engine 5! #shorts #UE5 #skyrim #gamingLeo Torres2024-03-03 | ...Virtual Meadow Creek | UE5 [4K]Leo Torres2024-03-01 | A quiet little creek cutting through a meadow high up in the mountains - rendered in Unreal Engine 5.3 using an RTX 3090.
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More 3090 stress tests! Nanite for all meshes and landscape – mostly megascans assets and atlases for the foliage. Hardware lumen for reflections and global illumination. No path-tracing used for this!
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Instagram: @lion_towers3d Artstation: artstation.com/l_torres Behance: behance.net/l_torresThe lore-accurate size of Markarth in Unreal Engine 5! #skyrim #ue5Leo Torres2024-02-14 | By popular request: Markarth in Unreal Engine 5!The Real Scale of Markarth: Skyrim in UNREAL ENGINE 5! [4K]Leo Torres2024-02-12 | By popular request, here’s the city of Markarth in Unreal Engine 5 – at a more realistic and lore-accurate scale! Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – now with sixteen times the detail!
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If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
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Rendered out in Unreal Engine 5.3.2 on an RTX 3090. Using a mix of third party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Hardware Lumen for global illumination and reflections.
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Please NOTE: This is a fanmade cinematic lore visualisation for Skyrim. It is NOT a mod!
#UE5 #Skyrim #MarkarthI made Skyrims Blackreach in UNREAL ENGINE 5! #UE5 #SkyrimLeo Torres2024-01-21 | ... at a more realistic and lore-accurate scale...The True Scale of Blackreach: Skyrim in UNREAL ENGINE 5!Leo Torres2024-01-18 | I made Blackreach in Unreal Engine 5 – at a more realistic and lore-accurate scale! Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Blackreach – now with sixteen times the detail!
Blackreach was always super interesting, both visually and lore-wise. A massive Dwemer cave system that was said to stretch underneath most of Skyrim itself. Elder Scrolls Online expanded on it a bit with the vampire stuff, but I thought I’d scale up the original cavern we got to explore in Skyrim. Ironically enough, this is probably the only city so far that I've done that actually should look like no-one lives there...
Again, when operating at these scales, it’s not really the point to do a one-to-one recreation. Instead, it becomes more of a spiritual upgrade – to get the feeling and vibe of Blackreach, and give an impression for what a more realistic size would be...
This was technically quite difficult to light, given that it was pretty much only lit by bioluminescent fungi, aetherium veins and the glow-worms, so Lumen certainly got a workout with this one…
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I actually did start this several months ago, but the sheer scale and density made my 3060ti cry, so I kind of kept it in the back-burner for a while until I upgraded my gpu. If you were wondering what it takes to max out the 24GB vram of a 3090 at 1440p – well, this’ll do it (although do keep in mind that running on editor has a higher performance overhead that a stand-alone game).
Rendered out in Unreal Engine 5.3.2 on an RTX 3090. Using a mix of third party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Hardware Lumen for global illumination and reflections.
Please NOTE: This is a fanmade cinematic lore visualisation for Skyrim. It is NOT a mod!
#UE5 #Skyrim #BlackreachTake a walk through a rainy bamboo garden! #unrealengine5 #shortsLeo Torres2024-01-14 | Rendered in Unreal Engine 5.2. Using Lumen and Nanite, and an iPad for a virtual camera.Take a boat ride through a virtual jungle river! #UE5 #shortsLeo Torres2024-01-10 | Rendered in Unreal Engine 5.3 using Lumen and Nanite, on an RTX 3090.Virtual Jungle River | UE5 [4K]Leo Torres2024-01-10 | Take a boat ride down a virtual jungle river, rendered in Unreal Engine 5.3.
Using hardware Lumen for reflections and GI, Nanite for all meshes and landscape. Megascans trees were used for most of the foliage.
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Picked up a used 3090 to upgrade my old 3060ti and wow – the difference having that kind of power and vram is wild! This scene was mostly to stress test what that new card can handle and it chewed through this scene like a champ!
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Now with 16x the detail! Okay, maybe not exactly. It is 60fps now though. This was mostly to test using virtual cameras with an iPad for that hand-held look. Also trying out DLSS 3 for this one – all shots were rendered out at 4K using DLSS ‘Quality’ settings. Not too shabby honestly - it handles the fine detail much better than the default TSR - wayy less flickering too...
Using hardware Lumen for reflections and GI, Nanite for meshes. No path tracing was used.
If you’re new here, this was a type of test-bench scene I was doing back in the Early Access phase of Unreal Engine 5 a couple of years ago – mostly with the aim of testing out the different new features that UE5 had to offer and then later on, figuring out what had changed or which bugs had been fixed which each new version of the engine.
Plus, you know, I’ve just grown quite fond of these little setups!
Onto the technical details: translucency is still probably one of the biggest weaknesses of UE5 in terms of visuals – although that has a lot to do with the deferred rendering that UE uses overall. This scene was NOT using RTX translucency – just Lumen for GI and reflections – and it doesn't look half bad for the glass… RTX translucency of course, doesn’t quite play well with both Nanite and Lumen, leading to visual artefacts (see the previous video in this series for more details). Still some Lumen flicker in tricky lighting conditions though...
Overall, I have noticed that performance seems to have increased between 5.1 and 5.3, and some of the flickering caused by TSR seems to have been significantly lessened.
Also this scene was rendered out in 60fps! I haven’t done many scenes with 60fps – it can tend to have that overly smooth ‘soap-opera’ effect, but I think I works for certain scenes, especially with fast moving objects like the rain drops...
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#vivarium #UE5 #UnrealEngine5Two Years in Unreal Engine 5 | Realtime Environment Art Showreel [UE5] [2K]Leo Torres2023-11-20 | 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!
#UE5 #UnrealEngine5 #ShowreelI made Winterhold in Unreal Engine 5 – at a more realistic and lore-accurate scale! #shortsLeo Torres2023-11-14 | #skyrim #elderscrolls #oblivion #bethesda #elderscrollsskyrim #ue5The True Size of Winterhold: Skyrim in UNREAL ENGINE 5!Leo Torres2023-11-11 | I made Winterhold in Unreal Engine 5 – at a more realistic and lore-accurate scale!
Part of an ongoing project to visualise a more realistic and lore accurate scale to Tamriel’s cities – so here’s Winterhold – now with sixteen times the detail!
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
Winterhold was once the capital of Skyrim – rivalling Solitude – until the ‘Great Collapse’ destroyed the majority of the city, washing it out into the sea, turning Winterhold into a shadow of its former glory.
These days, it resembles more of a small village than a capital, what population remains, serving the needs of the College of Winterhold and its mages…
But the imposing ruins of the old city still litter the landscape – an ever-present reminder to its few residents of the tragedy that occurred here...
From a playability standpoint, I’m not sure that you’d actually want something this big – it’s a lot of work for the artists and you run the risks of making a big, empty world with not much to do. But for lore visualisations like this – not really an issue!
Rendered out in Unreal Engine 5.3.2 on an RTX 3060ti. Using a mix of third party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a fanmade cinematic lore visualisation for Skyrim. It is NOT a mod!
#UE5 #Skyrim #WinterholdVirtual Secret Garden | UE5 [4K]Leo Torres2023-09-25 | A secluded secret garden, hidden amongst mossy, vine covered ruins. The overall vibe is very much inspired from the novel by Frances Hodgson Burnett.
Running in Unreal Engine 5.3, with a combination of Quixel assets and textures, third-party assets and custom assets modelled and textured in Blender. Nanite was used for the meshes, Lumen for GI and reflections.
Fluid simulation was done in Blender and bought into Unreal using alembic geometry cache - still a little funky with the import, but works well enough. Translucency is the real pain here, along with matching up the sim to the mesh. Niagra particle systems with collision were used to add more fine detail to the sim.
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Running real-time in Unreal Engine 5.3 Preview 1, with a combination of Quixel assets and textures, third-party assets and custom assets modelled and textured in Blender. Nanite was used for the meshes, Lumen for GI and reflections.
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
Music courtesy of Epidemic Sound.
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Instagram: instagram.com/lion_towers3d Artstation: artstation.com/l_torres Behance: behance.net/l_torresTake a little train ride through the cherry blossoms - in Unreal Engine 5! #shortsLeo Torres2023-07-13 | A spring train ride through sakura! Rendered in Unreal Engine 5.Springtime Sakura: UNREAL ENGINE 5 [4K]Leo Torres2023-07-11 | A peaceful, Ghibli-esqe train ride through the cherry blossoms, running in Unreal Engine 5.2. Lumen for global illumination and reflections; nanite for the meshes. Also trying out the new procedural tools in 5.2!
Couldn’t figure out which lighting setup I liked best so here, have all three instead! I was going for that Ghibli-style colour palette along with that quiet, peaceful vibe… As for the setting, it’s not supposed to be anywhere realistically specific, but let’s just call it ‘Tokyo-ish’.
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
#UE5 #Ghibli #CherryBlossomsThis Bamboo Grove is running in Unreal Engine 5! #shortsLeo Torres2023-06-23 | Running in real-time using Unreal Engine 5.2.Virtual Bamboo Grove | UE5 [4K]Leo Torres2023-06-06 | A moody little bamboo grove in the rain.
Running realtime in Unreal Engine 5.2, 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.
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
The purpose of this particular project was to visualise a more real-life scale to Skyrim – specifically the holds and cities. Now with traditional video game technology, that was rightfully impossible, especially eleven years ago. But now we have UE5 – and more importantly – we have Nanite. So let’s see how big we can go!
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
Now, there aren’t any hard numbers as to the real-world populations of Skyrim – all we can say for certain is that it was much more than what was seen in-game.
As Todd Howard once mentioned in an interview: “All of our lore is obviously written as ideal, to say X province or city has so many people, but you can’t always actually pull that off on screen, or even store it, so you try to create a scale that feels good in game, that plays well and is fun. So the scale of the terrain and the number of NPCs is always geared to the gameplay more than the lore saying how big or small something is.”
The only concrete number we have for any city in Tamriel is Daggerfall with a population of 110,000 as of 3E 401 - and do keep in mind that even that could have just been a throwaway number.
I found this article in particular to be very interesting: (medium.com/migration-issues/notes-on-medieval-population-geography-fd062449364f) and used it along with referencing real-life populations for medieval Scandinavia as a rough base-line, keeping in mind the agricultural situation in a tundra, along with the constant conflicts (and bandits!). Rough neighbourhood, Skyrim.
But, at the end of the day, this is all pure speculation, so take it with a large grain of salt. I’m putting this version of Whiterun at around 9,000 – 10,000 people – with maybe up to 11-12k if you factor in another couple of thousand in outer hamlets/villages etc… plus travelling merchants and people simply passing by and staying in inns. Also factored in was the increased prevalence of multi-generational households in medieval times, as well as the on average higher number of children per family.
I was originally placing it at around 20,000 - 30,000, but I do think that Skyrim’s climate, with bitter winters and permafrost in the ground, would make agriculture difficult – less food=less people, and so a smaller overall population would seem to make more sense. But again, this is pure conjecture...
From a playability standpoint, I’m not sure that you’d actually want something this big – it’s a lot of work for the artists and you run the risks of making a big, empty world with not much to do. But for lore visualisations like this – not really an issue!
Rendered in Unreal Engine 5.2 Preview on a 3060ti at 30fps in a 2:39 aspect ratio. A mix of third-party models and custom assets modelled in Blender, textured in Mixer. Nanite was used for all models and foliage; Lumen for global illumination and reflections.
Please NOTE: This is a FANMADE cinematic tech DEMO inspired by Skyrim.
Soundtrack: “Skies” and “Surroundings” by Helmut Schenker.
#UE5 #SkyrimAwe-Inspiring Architecture: A Sci-Fi City on the Ocean | UNREAL ENGINE 5! #shortsLeo Torres2023-04-12 | feat. your friendly neighbourhood kaiju turtle...
Made using Kitbash3D's Oasis kit, rendered in realtime using Unreal Engine 5.1
#UE5Utopia on the Ocean | A Sci Fi UNREAL ENGINE 5 Short [4K]Leo Torres2023-04-12 | Trying out a little serene, sci-fi ocean-scape, with a cheeky planet in the background… Also feat. your friendly neighbourhood Kaiju turtle.
Rendered in Unreal Engine 5.1.1. Lumen used for GI, RTX for reflections. Custom sky-dome and planet shaders. Rendered using a 3060ti.
Big thanks to @KitBash3D for letting me play with their ‘Oasis’ Kit a little early – had a blast!
#UE5 #UnrealEngine5This moss terrarium is running in UNREAL ENGINE 5! #shortsLeo Torres2023-03-09 | Running in realtime using UE5.1.1.Virtual Rain Garden (Moss Terrarium) | UNREAL ENGINE 5 [4K]Leo Torres2023-03-05 | Back with these little forest in a bottle terrarium scenes! If you’ve been watching this channel for a while, and this realtime 3D art series in particular, you might have noticed something with the previous rain garden videos – they have no glass – something that, really a lot of terrariums tend to have.
And it’s not that Unreal Engine 5 didn’t have the capability for ray-traced translucency or reflections – its more that they didn’t work well with Nanite-enabled meshes. Ray tracing ends up tracing against the nanite proxy mesh, as opposed to the actual high-poly mesh, so you’d end up with this odd blotchy shadowing. And you can use the basic rasterised translucency, but it can struggle with complex refraction like in this scene.
But then 5.1 dropped this little gem:
“r.RayTracing.Nanite.Mode 1”
This console variable is the answer. It lets you use the full suite of ray tracing features with full resolution Nanite meshes – granted at a slight performance penalty (and with some caveats, like WPO offset not quite working right...).
I don’t know that you’ll be seeing this in next gen games – at least not for a generation or two of graphics cards, but the capability is certainly there!
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Rendered out of Unreal Engine 5.1.1. Using Lumen for global illumination and reflections, RTX ray tracing for translucency and RTX shadows for all the rect lights. Nanite for the meshes and foliage. Simulations were done in Blender using dynamic paint and Mantaflow, then bought into UE5 using Alembic geometry cache.
Some further observations with testing out this scene – Lumen GI doesn’t seem to work when viewed through RTX translucency (through the glass for example) – so for the shots where the camera is outside the tank, I’ve supplemented the GI with old-school point/rect lights to art direct approximate GI.
#terrarium #UE5 #UnrealEngine5This is what Unreal Engine 5 can do! #shortsLeo Torres2023-01-12 | My 2023 Realtime Environment Art Showreel. Rendered in Unreal Engine 5.2023 Real-time Environment Art Showreel | UNREAL ENGINE 5 [1440p]Leo Torres2023-01-11 | Some of my favourite shots, updated with my work from the past six months!
Rendered in realtime using a mix of Unreal Engine 5 Early Access, UE5 Preview 1&2, UE5.0 and UE5.1.
Using mostly Lumen for GI and Reflections, Nanite for the meshes. I’ve also occasionally used RTX reflections and shadows in certain scenes. Check out the rest of my channel for the full videos!
Also trying out a bit of a filmic colour-grade here, using a Kodak 2383 LUT – which I actually really like. It makes everything pop without adding too much saturation.
#UE5 #UnrealEngine5 #showreelMeridian: Mission to Minerva | A Sci-Fi UNREAL ENGINE 5 Short Film [4K]Leo Torres2022-12-01 | My entry for the Mission to Minerva challenge: Meridian. [21/12/2022]: Top-Ten Finalist for the In-Motion Category! kitbash3d.com/pages/minerva
This was a fun little short – styled like a documentary, or something you’d find on the BBC or National Geographic.
Using a combination of assets from the MAWI Redwoods Pack, Quixel Megascans and custom assets modelled and textured in Blender – and of course the Minerva Kit by Kitbash3d. Rendered entirely in Unreal Engine 5.1 on an RTX 3060. Editing in Davinci Resolve.
Utilising Nanite meshes, Lumen for global illumination and reflections and (experimental) RTX shadow support for the directional/sky light.
I wrote the script and and the narration voice is courtesy of the Replica Studios text-to-speech generator.
#UE5 #KB3Dchallenge #MissiontoMinervaI made Dawnstar from Skyrim in Unreal Engine 5! #shortsLeo Torres2022-11-14 | Skyrim re-imagined in Unreal Engine 5! Full video up on my channel!