This project focuses on lighting and look development, taking an existing Evermotion architectural asset (via CG Trader) and transforming it into a cinematic, game-ready scene within Unreal Engine 5.
The workflow began in 3ds Max 2026, where I prepared the geometry for real-time use. I stripped the original Corona shaders to create a clean slate for texturing while carefully preserving the existing UV layouts.
Once imported into Unreal Engine 5.6.1, I established the initial scene setup and camera angle. To ensure a cinematic composition, I relied heavily on the Camera Composition Overlays V2 and Pro Filmbacks & Crops plugins from DRKR PXLS Creative (shout out to Akintayo Adewole for these superb tools).
Before diving into materials, I utilized Unreal’s built-in modeling tools to rapidly correct UVs across the static actors, ensuring uniform material distribution. The texturing phase was powered by the Quixel Megascans library, which I also used to source the foliage filling out the foreground and background. The midday atmosphere was achieved by fine-tuning parameters within Ultra Dynamic Sky.
Finally, this piece served as an opportunity to test a robust EXR pipeline. Thanks to some helpful tutorials from William Faucher, I was able to quickly jump into DaVinci Resolve 19 for compositing, precise color correction, and final polish.
Software & Tools:
Unreal Engine 5.6.1
3ds Max 2026
DaVinci Resolve 19
Quixel Megascans
Ultra Dynamic Sky
DRKR PXLS Creative Plugins (Camera Composition Overlays V2 / Pro Filmbacks & Crops)