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.

UE5.8 View port

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.

WIP another look

Credits

  • Lighting & LookdevThanadet Sribandit
  • CompositingThanadet Sribandit