All work
UE5 · 2024
Dragon Render
A personal lookdev and lighting study pushed through Unreal Engine 5 — Nanite geometry, Lumen GI, and a full Movie Render Queue pass finished in Nuke.
- Client
- Personal
- Role
- Lighting · Lookdev · Compositing
- Year
- 2024
- Type
- UE5
Tools
- Unreal Engine 5
- Nuke
- Substance Painter
- Maya
- DaVinci Resolve
The brief I set myself.
I wanted to find out how far a real-time renderer could be pushed before it stopped reading as 'game engine'. The answer turned out to be mostly about restraint in the lighting rig — one key, one rim, and a lot of patience with the volumetrics.
Breakdown.
Every pass was exported as multi-layer EXR so the grade stayed non-destructive. The atmospherics are a separate render layer, which meant I could rebalance the haze without re-rendering geometry.
Credits
- Lighting & LookdevThanadet Sribandit
- CompositingThanadet Sribandit


