Uploaded January 2024 | Updated September 2026, 3 weeks ago
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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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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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!
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Music courtesy of Epidemic Sound.
Soundtrack: ‘Age of Men’ – Jo Wandrini.
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#UE5 #Skyrim #Blackreach
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…
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
*
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!
*
Music courtesy of Epidemic Sound.
Soundtrack: ‘Age of Men’ – Jo Wandrini.
*
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UE5 #Skyrim #Blackreach




![Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]
An appendix of the stragglers from my lore-accurate Skyrim video series, compiled together for easy viewing! Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions. Timestamps below.
This was me going back through the drafts and finishing 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!
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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
Rendered out in Unreal Engine 5.6-5.7.2 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. TAA was used for anti-aliasing.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound. (See original videos for soundtrack titles!)
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#UE5 #Skyrim
0:00 – Rorikstead
1:58 – Forgotten Vale
3:19 – Ivarstead
5:22 – Karthwasten
6:52 – Dragon Bridge Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]](https://i.ytimg.com/vi/WIEEV1ctioQ/mqdefault.jpg)




![I remade a Dragon Age Level in Unreal Engine 5: The Crow Fens Pt.2 in [UE5]
And we’re back! I haven’t touched this Dragon Age Inquisition in Unreal Engine 5 series in a while – so on we go for the new year! I thought it was nice to go back to the first cinematic I did for this and do a slightly different part – further back as you walk into Ghilannains Grove in the Exalted Plains.
A combination of Quixel Megascans assets, MAWI assets and personal modelling make up this scene.
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 for my ‘Thedas Magic Mystery World Tour’ where I’m re-creating ... spiritual re-imaginings in the form of little cinematics from the game Dragon Age: Inquisition (originally Frostbite 3) in Unreal Engine 5! Mostly because it’s a more fun way of learning UE5 and getting the hang of the new features like Lumen and Nanite.
With everything I’ve learned using UE5 in the past … wow – seven months? Hard to believe the early access has only been out for less than a year – I’ve gone back and optimised the workflow – all the little tips and tricks that Unreal 5 brings to the table – including all the bugs and quirks of Nanite and Lumen!
Speaking of quirks - this is the early access build so there are definitely plenty of hurdles - like Lumen GI and reflections not fully supporting translucent materials - and RTX effects not playing very nice with Nanite - things that should be fixed with the final release ... All things considered though, its been really fun to get to play with such new technologies - cant wait for the full release!
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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.
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#UnrealEngine5 #UE5 #Lumen #Quixel #DragonAge I remade a Dragon Age Level in Unreal Engine 5: The Crow Fens Pt.2 in [UE5]](https://i.ytimg.com/vi/X80oR1u8k6g/mqdefault.jpg)
![Cliffside Terrarium in UNREAL ENGINE 5 - Forest in A Bottle [UE5 Preview 2] Nanite, Lumen
A little indoor rain garden terrarium featuring a slice of cliffside, rendered in real-time using Unreal Engine 5 Preview 2, using Nanite for meshes and Lumen for global illumination.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
So! First project I’ve done in the new Unreal Engine 5 Preview 2 – finally got my old projects imported and all the shaders compiled … This was done using Nanite and Lumen – and gotta say – vast improvements across the board – especially with foliage and translucent surfaces now being supported by Lumen! The new TSR AA is also very nice and crispy – compliments the high detail that Nanite brings to the table.
A combination of self modelled assets and Quixel Megascans, along with a re-done, higher resolution water sim using Blender dynamic paint vertex displacement, exported out as an alembic geometry cache. Scenes like this in particular are always useful as a test bench of sorts for new features – is very contained, but high detail so you can really test and fine-tune settings and try to push boundaries where you can!
Still a few kinks to be ironed out though – some bugs with the movie render queue for starters… but overall, it seems to be shaping up nicely for final release! If you liked this video, check out the rest of this series!
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#UnrealEngine5 #UE5 #Lumen #Nanite #Quixel Cliffside Terrarium in UNREAL ENGINE 5 - Forest in A Bottle [UE5 Preview 2] Nanite, Lumen](https://i.ytimg.com/vi/XDU2yYbJc6Y/mqdefault.jpg)