medieval dining room

Features
  • Environment done in UE5.5
  • Lighting optimisation
  • Optimised Torch Fire VFX
  • AI model and texture integration
  • A variety of blueprint versions of the tables setting, allowing for quick iteration in the scene

Final Results

Progress

 

The project was started by finding fitting royalty-free assets and then using some of them to build the walls and compose the interior of the room. Then, I paid attention to the setting of the royal tables and created different blueprint variations of it to allow for quick iteration later on. 

 

After the tables were set and a bit randomised and the chandelier was lit, I focused on the lighting and primarily – optimizing it. Moreover, I started adding the details, such as some statues, flags, stone stairs leading to the royal tables, etc. 

 

Self-made torch VFX were added and of course, some iterations were made along the way regarding the look of the windows, their position and the angle of the lighting.

 

After a great time spent in lighting experimentation and optimisation, the final look was achieved. Keeping track with the latest software features is also vital, since without MegaLights in UE5.5 the scene would definitely not be as immersive.

Got any feedback?

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