Uploaded July 2026 | Updated September 2026, 3 weeks ago
I made Vivec city 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 size to Tamriel's cities, removed from gameplay and technical restrictions.
Vivec at a lore-scale is interesting because it inevitably runs into the question of: more cantons or bigger cantons? So my answer is: why not both? Vivec kinda gets a pass for realism because, well: it’s basically a vanity project for an actual living god. It doesn’t necessarily have to make sense layout wise – because what Vivec wants – he gets.
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 5.8 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; Lumen for global illumination and reflections, Megalights for lighting.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound.
Soundtrack: ‘Neptune’ & ‘Leave No One Behind’ – Bonnie Grace.
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: artstation.com/l_torres
#UE5 #gaming #elderscrolls
Timestamps:
0:00 – Cinematic
1:52 – Walkthrough
I made Vivec city 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 size to Tamriel's cities, removed from gameplay and technical restrictions.
Vivec at a lore-scale is interesting because it inevitably runs into the question of: more cantons or bigger cantons? So my answer is: why not both? Vivec kinda gets a pass for realism because, well: it’s basically a vanity project for an actual living god. It doesn’t necessarily have to make sense layout wise – because what Vivec wants – he gets.
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 5.8 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; Lumen for global illumination and reflections, Megalights for lighting.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound.
Soundtrack: ‘Neptune’ & ‘Leave No One Behind’ – Bonnie Grace.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: artstation.com/l_torres
#UE5 #gaming #elderscrolls
Timestamps:
0:00 – Cinematic
1:52 – Walkthrough




![A Walking Tour of (Lore-Accurate) Skyrim | PART 1 | UNREAL ENGINE 5 [4K]
By popular demand, here’s a longer cut of some of the walkthroughs from my lore-accurate Skyrim videos – in third person – feat. Windwalker Echo. This covers Dawnstar, Winterhold, Falkreath, Morthal and Solitude.
Dawnstar: https://youtu.be/HluDBDHIDq8
Winterhold: https://youtu.be/gpekak8QQpM
Falkreath: https://youtu.be/HK5fXnuZ194
Morthal: https://youtu.be/c4Roy_Ep2rA
Solitude: https://youtu.be/QPyZhSKdLRQ
These shots were all captured from past projects at 4K 60fps using Unreal’s built-in take recorder with DOF turned off and at the Cinematic quality preset. NVIDIA DLAA was used for anti-aliasing, Lumen for all lighting and reflections.
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.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound.
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #Skyrim #elderscrolls
0:00 – Dawnstar
1:36 – Winterhold
4:11 – Falkreath
9:17 – Morthal
11:05 – Solitude A Walking Tour of (Lore-Accurate) Skyrim | PART 1 | UNREAL ENGINE 5 [4K]](https://i.ytimg.com/vi/RKQw7LZMGHI/mqdefault.jpg)
![The Lore-Accurate Scale of Cyrodiil | Elder Scrolls IV: Oblivion in UNREAL ENGINE 5! [4K]
The complete cinematics from my lore-accurate Cyrodiil video series, compiled together for easy viewing! (Timestamps below)
Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions. So heres Cyrodiil from Oblivion, now with sixteen times the detail!
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 - 5.6.1 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. DLAA/TSR 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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FOLLOW ME:
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Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#elderscrolls #ue5 #gaming #oblivion
0:00 – Anvil
1:44 – Leyawiin
4:29 – Kvatch
6:43 – Cheydinhal
8:08 – Chorrol
10:38 – Bruma
12:31 – Bravil
14:26 – Skingrad
17:53 – Imperial City The Lore-Accurate Scale of Cyrodiil | Elder Scrolls IV: Oblivion in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/RakQAS8_PZ4/mqdefault.jpg)
![Virtual Rain Garden (Moss Terrarium) | UNREAL ENGINE 5 [4K]
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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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
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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.
Hardware: RTX 3060ti and a Ryzen 5800x.
_Music courtesy of Epidemic Sound._
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#terrarium #UE5 #UnrealEngine5 Virtual Rain Garden (Moss Terrarium) | UNREAL ENGINE 5 [4K]](https://i.ytimg.com/vi/SCRsIS10ras/mqdefault.jpg)

![Springtime Sakura: UNREAL ENGINE 5 [4K]
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! https://ko-fi.com/liontowers3d
Music courtesy of Epidemic Sound.
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FOLLOW ME:
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Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
0:00 – Dawn
0:59 – Late Morning
1:59 – Evening
#UE5 #Ghibli #CherryBlossoms Springtime Sakura: UNREAL ENGINE 5 [4K]](https://i.ytimg.com/vi/SGqH_hizmhM/mqdefault.jpg)
![Rain on a Virtual Bamboo Grove | Rain Ambience for Sleep, Study and Relaxation | UE5 [4K]
A moody little bamboo grove in the rain, running real-time in Unreal Engine 5. This is the long-requested ambient version of this scene: https://youtu.be/AShGmWyFamY This 3-hour immersive background ambience is designed for deep sleep, meditation, ASMR, focused study, or pure relaxation.
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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 5.8 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; Lumen for global illumination and reflections, Megalights for lighting. Quixel Megaplants used for some of the bamboo.
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres Rain on a Virtual Bamboo Grove | Rain Ambience for Sleep, Study and Relaxation | UE5 [4K]](https://i.ytimg.com/vi/ST8x_wWt9ws/mqdefault.jpg)
