01 / 08
Project R3D
Military Briefing Interior, UE5 Lighting Study
UE5 · straight from engine · no photoshop
Lighting, composition · Unreal Engine 5 · Ongoing

real-time · lighting
04 plates
A real-time lighting and composition study built in Unreal Engine 5. One set, one dressing pass, and a camera moved through a full day of light. The brief I set myself was to light one room well enough that it reads as a place, not a set.
Blockout comes first, then lighting, then dressing. Most portfolios cut the greybox stage. I have kept it because that is where the scale and camera calls actually get made.
Scene assembly, lighting, camera, set dressing, composition and final grade are mine. Environment assets are licensed marketplace work from KitBash3D and Leartes Studios, with materials and textures from Quixel Megascans. No original modelling.

Range card · shallow focus
01 / 04

Night pass wide · blue key
02 / 04

Briefing tent · cool grade
03 / 04

Bench warm practicals · tungsten key
04 / 04
Greybox → lit
Unlit clay against the finished pass. The composition is locked before a single material goes on.

Wide interior · Greybox

Wide interior · Lit

Tables overhead · Greybox

Tables overhead · Lit

Briefing three quarter · Greybox

Briefing three quarter · Lit
What I’d change
It is a scene, not a level. The tent reads as a place but nobody lives in it. I would put MetaHumans in there and design the characters properly, so the chairs and the tables have a reason to be where they are. Then a base exterior, so the doorway opens onto something instead of a bright plane. The real change is making it walkable: GASP and Mover locomotion, so you move through the interior yourself rather than looking at four frames of it. That is a different piece of work, and it is the one worth doing next.