The True Scale of Blackreach: Skyrim in UNREAL ENGINE 5!
I made Blackreach 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 scale to Tamriel’s cities – so here’s Blackreach – now with sixteen times the detail!
Blackreach was always super interesting, both visually and lore-wise. A massive Dwemer cave system that was said to stretch underneath most of Skyrim itself. Elder Scrolls Online expanded on it a bit with the vampire stuff, but I thought I’d scale up the original cavern we got to explore in Skyrim. Ironically enough, this is probably the only city so far that I’ve done that actually should look like no-one lives there...
Again, when operating at these scales, it’s not really the point to do a one-to-one recreation. Instead, it becomes more of a spiritual upgrade – to get the feeling and vibe of Blackreach, and give an impression for what a more realistic size would be...
This was technically quite difficult to light, given that it was pretty much only lit by bioluminescent fungi, aetherium veins and the glow-worms, so Lumen certainly got a workout with this one…
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I actually did start this several months ago, but the sheer scale and density made my 3060ti cry, so I kind of kept it in the back-burner for a while until I upgraded my gpu. If you were wondering what it takes to max out the 24GB vram of a 3090 at 1440p – well, this’ll do it (although do keep in mind that running on editor has a higher performance overhead that a stand-alone game).
Rendered out in Unreal Engine 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; Hardware Lumen for global illumination and reflections.
Please NOTE: This is a fanmade cinematic lore visualisation for Skyrim. It is NOT a mod!
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Music courtesy of Epidemic Sound.
Soundtrack: ‘Age of Men’ – Jo Wandrini.
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